or the one-day tutorial Essential Math for Games Programmers, which is presented every year at the Game Developer's Conference. Within you will find information about the tutorial, free tutorial materials, and some updates for the companion book.
Author Daniel Sanchez-Crespo outlines a core programming curriculum every game designer should be well versed in. Code samples use C++, and the OpenGL and DirectX APIs.
By Steven M. LaValle, Presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics.
Shadowing is a key component for convincing, solid-looking rendering. Whether hard or soft, physically correct or perceptually satisfying, NVIDIA has been at the forefront of real-time shadowing technology. This page collects some of the shadow-related presentations and white papers created in recent years by NVIDIA developers.
by Steven M. LaValle. Presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics.