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In-depth: Software rasterizer and triangle clipping
In-depth: Software rasterizer and triangle clipping
In this reprinted #altdevblogaday in-depth piece, game programmer Simon Yeung looks at using software rasterizers for occlusion culling, and xplains the math behind the clipping of triangles.
In-depth: Floating-point complexities
In-depth: Floating-point complexities
In this reprinted #altdevblogaday in-depth piece, Valve Software programmer Bruce Dawson shares a list of useful -- and sometimes surprising -- facts about floating-point math.