Swiftless

You start off with a flat quad, and you make it look some highly detailed 3D geometry. All computer games do it to a degree, and this is a little compilation of different methods that have been used over the years, and are still being used, in today's games.
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  • March 25, 2010
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Overclocking ones system is usually kept to the hardcore gamer who wants maximum performance out of their computer, all in the bid for those few extra frames per second. This guide, while a little old, is still extremely valid for those looking to overclock their CPU, GPU and even RAM.
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  • March 25, 2010
The OpenGL drivers can be tricky for some people to find, and whilst I recommend using GLEW and FreeGLUT, feel free to download these files, although they may be out of date.
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  • March 25, 2010
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Radians are the hidden core behind trigonometry and can be a little tricky to understand at first. But once you get the hang of it, you will never want to go back to measuring angles in degrees.
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  • March 25, 2010
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Trigonometry is one of those things that makes people run for the hills, but once you understand it, you won't know how you ever lived without it.
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  • March 25, 2010
The dot product is one of those elusive things that you aren't taught soon enough (In my opinion). If you want to do any lighting calculations yourself, then the dot product will be used extensively for diffuse calculations.
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  • March 25, 2010
Vectors are the back bone of 3D graphics, without them, the world of computer graphics would be a very messy place. And knowing the length of them often comes in handy, especially when looking at intersections and collisions.
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  • March 25, 2010
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Lines, who doesn't love lines. They start at one point and end at another. In fact, lines are essential. What makes up a triangle? 3 lines. How do we draw a circle? A lot of lines. Knowing about them would be a good idea :)
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  • March 25, 2010
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