Topic Notes: "Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount. "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...
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"Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount. 4:14 map_01 (sm205) 9:54 Prototype map dot map (sm206) 16:43 silly (jokejam) 27:06 untitled memory story (sm207) 42:21 ...
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How did a 1999 shooter pull off high-end lighting on hardware that shouldn't have been able to handle it? With the release of DOOM and DOOM II, id software were masters of mayhem, riding high and unstoppable. "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...
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"Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...
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- 4:14 map_01 (sm205) 9:54 Prototype map dot map (sm206) 16:43 silly (jokejam) 27:06 untitled memory story (sm207) 42:21 ...
- "Michael Abrash shows how to speed up rendering of sprites by reducing calculations to only the necessary amount.
- How did a 1999 shooter pull off high-end lighting on hardware that shouldn't have been able to handle it?
- "Michael Abrash explains how the calculations worked for figuring out how much of the level was viewable from any other part of ...
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