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Wednesday, June 7th 2000
Theory And Practice
11:45 AM
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The fourth installment of Greg Magarshak's column, Theory And Practice, is now available here on flipCode. This time around Greg follows up on last week's curved surface tutorial with more details, optimizations, and issues worth addressing regarding curved surface implementations in 3D game engines. If you're interested in adding curved surfaces to your engine but don't know where to begin, these issues would be a great place to start!
Archive Notice: This content is archived, and commenting is no longer active. It is here for reference purposes. This content was added on an older version of flipcode, before the site closed in 2005.
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