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Nas' Meanderings

Graphics Programming

Powers of the Dot Product

October 2, 2018
From my earliest days of graphics programming I’ve often overlooked the powers of the dot product. Often presented as a way to find the angle between two vectors, I believe...
Blog, Game Engine, Graphics Programming

Back To Blogging and C# Mono Runtime Engine Integration

March 5, 2017
[typed string0=”Alright, what a wordy title! :)” typeSpeed=”20″ startDelay=”0″ backSpeed=”40″ backDelay=”500″] I’m going to get back to daily blogging (cross my fingers here… hard!) RunawayJRider Gameplay Adds The game has...
Computer Science, Game Engine, Graphics Programming, Legacy, Open Source, Software

Pre-Code Review Excavation of Blitz3D

June 15, 2016
How I stumbled upon Blitz3D Growing up, one of my favorite coding languages and platforms was Blitz3D. Blitz3D is part of the Blitz language family which was used in the Amiga...
Computer Science, Graphics Programming, Open Source, OpenGL ES 1.1, Software

Evolving from (32 -> 64) & Bit Sorcery!

August 11, 2015
At Poez Inc. we had to upgrade our projects from 32bit to 64bit in memory address width to run on some Operating Systems and be as future proof as possible....
Computer Science, Graphics Programming

Current State of 3D Representation

June 28, 2012
Introduction to different ways of representing 3-Dimensional information (3D). 
Computer Science, Graphics Programming

3D Engine and 2D Rasterization Study

April 27, 2012
I’ve been doing a study on the process of 3d continuous worlds being rasterized to a discrete 2d surface, this is basically what graphic cards do at the hardware level....
Computer Science, Graphics Programming, OpenGL ES 1.1

Adaptive Resolution

October 24, 2011
A new technology that didn’t cut it to the game due to delays in buffer creation and recreation which defeats its very own purpose of reducing rendering latency. Khronos Group...