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2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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2009

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2010

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2011

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2012

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Graphics Programming: 2D


High-Speed, Off-Screen Particles

Iain Cantlay (NVIDIA Corporation)
GPU Gems 3

True Impostors

Eric Risser (University of Central Florida)
GPU Gems 3

Powerful Explosion Effects Using Billboard Particles

Steve Rabin (Nintendo of America Inc)
Game Programming Gems 5

Billboard Beams

Brian Hawkins (Seven Studios)
Game Programming Gems 3
Abstract: This article shows how to create the illusion of a 3D beam by using two triangles for the endpoints and two triangles for the beam. The details of positioning and texture mapping of the triangles are analyzed in the article.

3D Tricks for Isometric Engines

Greg Snook (Bungie Studios)
Game Programming Gems 3
Abstract: Isometric engines are one of the last bastions of two-dimensional graphics left in the game industry. While this article proposes some 3D methods to enhance what is essentially a sprite-based display system, it tries to preserve the essence of sprite-based graphics. While you could simply represent a majority of the game objects with 3D models to get the same visual effect, the ideas presented here maintain the use of sprites by adding a few tricks to make them appear as flexible as 3D models. The concepts may also be useful in other 3D engines as a replacement for flat billboard sprites or as a means to represent distant objects at a lower level of detail.

Applying Decals to Arbitrary Surfaces

Eric Lengyel (C4 Engine)
Game Programming Gems 2
Abstract: This article presents a general method for applying a decal to an arbitrarily shaped surface and concurrently clipping the decal to the surface's boundary.

Impostors: Adding Clutter

Tom Forsyth (Mucky Foot Productions)
Game Programming Gems 2
Abstract: Impostering is about using sprites in a 3D scene, but instead of an artist drawing or rendering the sprites beforehand, they are updated on the fly. Instead of rendering a high-triangle object every frame, the high-triangle object is occasionally rendered to a texture-usually on the order of once every 5 to 50 frames. This article presents Impostors and describes how to render them, create update heuristics, and use prediction to determine how to orient the impostor each time it is rendered.

Using 3D Hardware for 2D Sprite Effects

Mason McCuskey (Spin Studios)
Game Programming Gems
Abstract: This article sheds some light on how to use 3D hardware to achieve 2D effects. Specifically, we take a look at how to do alpha blending, sprite scaling, and sprite rotation.

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