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References:
Akenine-Möller, T., Haines, E., & Hoffman, N. Real Time Rendering (Third Edition ed.).
Wellesley, Massachusettes: A. K. Peters, Ltd.
Armstrong, C. W. (2003, October 31). Collision Detection. Retrieved from Edenwaith: http://www.edenwaith.com/products/pige/tutorials/collision.php
Chapter 5: Lighting. (2008, November 29). Retrieved from OpenGL Programming Guide: http://glprogramming.com/red/chapter05.html
Christopoulos, D., & Molofee, J. (n.d.). Collision Detection and Physically Based Modeling (OpenGL Lesson #30). Retrieved from Neon Helium (NeHe) Productions: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=30
Vernon, C. (n.d.). Frustrum Culling. Retrieved from Chad Vernon's Blog: http://www.chadvernon.com/blog/tutorials/managed-directx-2/frustum-culling/
Textures:
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