SolidGameTech Weekly Digest

The latest Solid Game Tech Weekly Digest is now available.
Some of the headlines include:

  • neuroproductions.be – Making a 3D Game with OpenGL: Deferred shading and stuff 
  • memorymanagement.org – Memory Management Reference: Frequently Asked Questions
  • hollance.com – Communicate between objects using channels – Hollance: iPad + iPhone App Development
  • blogs.valvesoftware.com – Linux | Valve
  • mollyrocket.com – mollyrocket.com – Quaternion Double-cover and the Rest Pose Neighborhood

SolidGameTech Weekly Digest

The latest Solid Game Tech Weekly Digest is now available.
Some of the headlines include:

  • blog.tojicode.com – TojiCode: Building the Game: Part 6 – Isosurface Landscapes
  • codemonsters.de – codemonsters [Free Game Development Tools]
  • kesen.realtimerendering.com – High Performance Graphics 2012 Papers
  • fabiensanglard.net – Quake 3 Source Code Review: Network Model
  • big-robot.com – If I May Speak Procedurally, Sir: Building The British Countryside Generator
  • renderingpipeline.com – Texture Compression

SGT Weekly Digest

The latest Solid Game Tech Weekly Digest is now available.

  • insomniacgames.com – Mike Day: Faster filters using bilinear texture look-ups
  • humus.name – Humus – 3D
  • blog.incubaid.com – The Game of Distributed Systems Programming. Which Level Are You? « Incubaid Research
  • research.nvidia.com – Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees
  • altdevblogaday.com – #AltDevBlogADay » Localization Pipeline

SGT Weekly Digest

The latest Solid Game Tech Weekly Digest is now available.

  • preshing.com – Memory Ordering at Compile Time
  • sites.google.com – Let’s Make a Voxel Engine
  • insomniacgames.com – Mike Day: Faster filters using bilinear texture look-ups
  • content.gpwiki.org – Game Content Resources – GPWiki

Solid Game Tech Goals

Problem: the Twitterverse and the Internet have great ideas, videos, articles, books, etc… that are shiny needles, lost in vast haystacks of less useful data. Every day we find ourselves scanning through hundreds of tweets, websites, and emails to find interesting and relevant game tech articles or information. This process requires a lot of time and human effort to filter out noise. If we have this problem, surely others do as well.

The mission is clear: deliver a stream of useful and focused game tech-related information.

This is a daunting task, since information is everywhere. Aggregating and filtering it into a tightly controlled stream requires a significant amount of time. Want to help in the effort? Great! If you have a resource or information that should be added to the stream, let us know via email or on Twitter.