GameDev.net Çѱ۹®¼­ ÇÁ·ÎÁ§Æ®

GameDev.netÀÇ Article ¸ñ·ÏÀ» ¹ø¿ªÇÑ °ÍÀÔ´Ï´Ù. ¸¸¾à °¢°¢ÀÇ ¹®¼­¿¡ ´ëÇÑ ÇÑ±Û ¹ø¿ªÀÌ Á¸ÀçÇÑ´Ù¸é Á¦°Ô ¾Ë·ÁÁÖ¼¼¿ä. ¹Ù·Î°¡±â ¸µÅ©¸¦ Á¦°øÇÏ°í ¹ø¿ªÇϽźÐÀÇ À̸§À» ¸í½ÃÇϰڽÀ´Ï´Ù. ¿ø¹®ÀÇ ¸ðµç ÀúÀÛ±ÇÀº GameDev.net¿¡ ÀÖ½À´Ï´Ù. ¿©·¯ºÐÀÇ ¸¹Àº Âü¿©¸¦ ¹Ù¶ø´Ï´Ù. °¨»çÇÕ´Ï´Ù.

Çѱ۹®¼­ ÇÁ·ÎÁ§Æ® °Ô½ÃÆÇ

¹ø¿ªÀÚ ½Å¿ë¿ì (www.gamesync.com.ne.kr)

°ÔÀÓ ÇÁ·Î±×·¡¹Ö

°ÔÀÓ ÇÁ·Î±×·¡¹Ö¿¡ Á÷Á¢ÀûÀÎ °ü·ÃÀÌ Àִ ¿¹Á¦¸¦ ãÀ» ¼ö ÀÖ½À´Ï´Ù.

°ÔÀÓ ÇÁ·Î±×·¡¹Ö¿¡ °üÇÑ ´õ ¸¹Àº Á¤º¸°¡ ÇÊ¿äÇϼ¼¿ä? ´ÙÀ½À» Âü°íÇϼ¼¿ä.

Àüü ¸®¼Ò½º : 119
¹Ù·Î°¡±â :
ÄÚµùÀÇ ÇÙ½É
Ãæµ¹°Ë»ç
ÀϹÝÀûÀÎ ÁÖÁ¦
ÁöÇü¿£Áø
°ü·Ã¸µÅ©
ÃÖÀûÈ­
½ºÅ©¸³ÅÍ
Simple DirectMedia Layer
¼Ò½ºÄÚµå
ÄÚµùÀÇ ÇÙ½É
ÁÖÁ¦ ÀúÀÚ ¼³¸í
1: ¼Ò°³
[Added: 10/29/1999]
Chris Hargrove  ÈǸ¢ÇÑ ÄÚµå µðÀÚÀÎÀ» À§ÇÑ ³»¿ë°ú, ÀÌ ½Ã¸®ÁîÀÇ ¸ñÀû¿¡ ´ëÇØ ¼³¸íÇÕ´Ï´Ù.
2: ±¤±âÀÇ ½ÃÀÛ
[Added: 10/29/1999]
Chris Hargrove  ½Ã½ºÅÛ ÄÚµå(system code)¿¡¼­ ÇÁ·ÎÁ§Æ® ½ÃÀÛÇϱâ
3: ¾îÀÌ~ ³ª¸¦ °Çµå¸®Áö ¸»¾î~
[Added: 10/29/1999]
Chris Hargrove  »ç¿ëÀÚ ÀÔ·Â ½Ã½ºÅÛ¿¡ °üÇØ ´Ù·ì´Ï´Ù
4: Stack 'em, Pack 'em, and Rack 'em.
[Added: 10/29/1999]
Chris Hargrove  ÆÄÀÏ ½Ã½ºÅÛ »ý¼º¿¡ °üÇØ ´Ù·ì´Ï´Ù.
5: À§¿¡¼­ ¾Æ·¡·Î
[Added: 10/29/1999]
Chris Hargrove  ÀúÀÚ Chris´Â °ÔÀÓ¿¡¼­ÀÇ »óÇâ½Ä°ú ÇÏÇâ½Ä µðÀÚÀÎ ¹ýÄ¢¿¡ ´ëÇÑ ±×ÀÇ Á¤¼®À» ¼³¸íÇÕ´Ï´Ù.
6: Áý»ç(The Butler)
[Added: 10/29/1999]
Chris Hargrove  ¸®¼Ò½º °ü¸® ½Ã½ºÅÛ(resource management system)À» Á¦ÀÛÇÏ´Â ¹æ¹ýÀ» º¸¿©ÁÝ´Ï´Ù.
7: ¹Î°¨ÇÑ ´«À» À§ÇÑ ÅëÂû·Â (A Sight for Sore Eyes)
[Added: 10/29/1999]
Chris Hargrove  DirectDraw¸¦ ÀÌ¿ëÇÑ ±×·¡ÇȽº ½Ã½ºÅÛ Á¦ÀÛ
8: Turkey Day Discussion
[Added: 10/29/1999]
Chris Hargrove  ÀúÀÚ´Â ÀÚ½ÅÀÌ ÀÌ ¾÷°è¿¡ ¾î¶»°Ô ¶Ù¾îµé¾ú´ÂÁö¿¡ ´ëÇÏ¿© À̾߱â ÇÕ´Ï´Ù.
9: ¸í·ÉÀ» À̾߱â Çϴ°Í(Taking Command)
[Added: 10/29/1999]
Chris Hargrove  ÄùÀÌÅ© ½ºÅ¸ÀÏÀÇ °ÔÀÓ ÄÜ¼Ö Á¦ÀÛ¿¡ °üÇÏ¿© ´Ù·ì´Ï´Ù.
10: ±¤¶õÀÇ ¼Ò¸®µé
[Added: 10/29/1999]
Chris Hargrove  ´ÙÀÌ·ºÆ®»ç¿îµå (DirectSound)¿¡ °üÇØ °£´ÜÈ÷ ¼³¸íÇÕ´Ï´Ù.
11: ´ÙÀ½ ´Ü°è(next stages)
[Added: 10/29/1999]
Chris Hargrove  ÀÌ ¹®¼­´Â ºñµð¿À ·¹À̾îÀÇ °³¼± »Ó¸¸ ¾Æ´Ï¶ó, ÇÁ·Î±×·¡¸Ó°¡ °Ý´Â ´Ù¾çÇÑ ´Ü°è(stages)¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù
12: º£µåŸÀÓ ½ºÅ丮(Bedtime Stories)
[Added: 10/29/1999]
Chris Hargrove  Chris°¡ ÃßõÇϴ å
13: Vector, Victor... Roger, Roger...
[Added: 10/29/1999]
Chris Hargrove  3Â÷¿ø ¼öÇÐÀÇ ±âÃʸ¦ ´Ù·ç°í, ¿Ö Çà·Ä(matrices)ÀÇ »ç¿ëÀÌ Ç×»ó ÁÁÀº °Í¸¸Àº ¾Æ´ÑÁö¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
14: µµÀü°ú ĬÅ×ÀÏ ÆÄƼÀÇ °í³­ (The Trials and Tribulations of Cocktail Parties)
[Added: 10/29/1999]
Chris Hargrove  ¸ÖƼÇ÷¹ÀÌ¾î ³×Æ®¿öÅ©¿¡ ´ëÇÑ ¼Ò°³
15: ½Ã°èÀÇ À§Çè(Perils of the Clock)
[Added: 10/29/1999]
Chris Hargrove  ¿Ö ÀÌ ½Ã¸®Áî°¡ ´çºÐ°£, ¶Ç´Â ¿µ¿øÈ÷ ¿Ï¼ºµÇÁö ¾ÊÀ»°ÍÀΰ¡¿¡ ´ëÇÑ ¼³¸íÀÔ´Ï´Ù.
 
Ãæµ¹ °Ë»ç(Collision Dectction)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
Áøº¸ÀûÀÎ Ãæµ¹ °Ë»ç ±â¼ú
[Added: 4/11/2000]
Nick Bobic  ÀÌ ¹®¼­´Â ´ç½ÅÀÌ ±âÃÊÀûÀÎ 3D Ãæµ¹°Ì»ç ±â¹ýÀ» ÀÌ¹Ì ¾Ë°í ÀÖ´Ù°í °¡Á¤Çϰí ÀÖÀ¸¸ç, Áøº¸ÀûÀÎ Ãæµ¹°Ë»ç±â¹ý¿¡ ´ëÇØ ´Ù·ì´Ï´Ù.
Ãæµ¹ °Ë»ç
[Added: 9/15/1999]
John Amato  Ãæµ¹ Å×½ºÆ®¸¦ À§ÇÑ »ç°¢ ¹Ù¿îµù(bounging rectangles)°ú Çȼ¿¿Ï¼º(pixel-perfect) ±â¹ý¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù. ¶ÇÇÑ Æ¯Á¤ÇÑ °æ¿ì¿¡ »ç¿ëÇÏ´Â Å×½ºÆ®¿¡ °üÇÑ ³»¿ëÀ» Æ÷ÇÔÇÕ´Ï´Ù.
Ãæµ¹ °Ë»ç ¾Ë°í¸®Áò
[Added: 9/17/1999]
TANSTAAFL  ºñÆ®¸¶½ºÅ©(bitmasks)¸¦ ÀÌ¿ëÇÑ °£´ÜÇÑ ¹æ¹ý(straightforward method)

TANSTAAFL throws his hat into the ring with a straightforward method using bitmasks. 

Ãæµ¹ ÀÀ´ä(Collision Response): Bouncy, Trouncy, Fun
[Added: 7/10/2000]
Jeff Lander  ÀÔÀÚ µ¿¿ªÇÐ(particle dynamics)ÀÌ Ãæµ¹ÀÀ´ä(collision response)¿¡ ¾î¶² ¿µÇ×À» ¹ÌÄ¡´Â°¡¿¡ ´ëÇÑ ¿¬±¸ÀÔ´Ï´Ù.
Crashing into the New Year: Ãæµ¹ °Ë»ç
[Added: 7/10/2000]
Jeff Lander  ´Ù¾çÇÑ °ÔÀÓ ¾îÇø®ÄÉÀ̼ǿ¡¼­ Ãæµ¹ °Ë»ç¿¡ ¹ß»ýÇÏ´Â Áß¿äÇÑ ¹®Á¦¸¦ ÇØ°áÇϱâ À§ÇØ, µµÆ®°ö(dot product)¿Í º¤ÅͰö(cross product)°ú °°Àº ±â¼úÀ» ÀÌ¿ëÇÏ´Â °Í¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
°ÔÀÓÀ» À§ÇÑ, Å¸¿ø(ellipsoid)À» ÀÌ¿ëÇÑ º¸ÆíÀûÀÎ Ãæµ¹ °Ë»ç
[Added: 5/26/2000]
Paul Nettle  ÀÌ ¹®¼­´Â Ÿ¿ø(¼¼ °³ÀÇ °¢±â ´Ù¸¥ ¹Ý°æÀ» °¡Áö´Â ±¸¸éü)À» ÀÌ¿ëÇÏ¿© ¸ÊÀ» À̵¿Çϸç Ãæµ¹À» Å×½ºÆ® ÇÏ°í °ÔÀÌ¸Ó¿Í ¹ÝÀÀÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
Ãæµ¹ Å×½ºÆ®·ÎºÎÅÍ ¾òÀ» ¼ö ÀÖ´Â °Í
[Added: 9/15/1999]
Dave Roberts  Ãæµ¹ °Ë»ç¿¡ °üÇÑ ¸î°¡Áö Á¢±Ù¹æ¹ýÀ» Á¦½ÃÇÑ, Dr. Dobb's Journal ¿¡ ½Ç¸° ¸Å¿ì ¶Ù¾î³­ ¹®¼­ÀÔ´Ï´Ù.
Pool Hall Lessons : ¿ø(circles), ¶Ç´Â ±¸(spheres)¿¡¼­ÀÇ Á¤È®ÇÑ ±³Â÷ ÆÇÁ¤
[Added: 1/28/2002]
Miles Jackson and Joe van den Heuvel  µÎ °³ÀÇ ±¸¸é(spheres) Ãæµ¹À» °ËÃâÇÏ´Â ¹æ¹ý°ú, Ãæµ¹ÀÌÈÄ À̵éÀÌ ¹«¾ùÀ» ÇÒ °ÍÀΰ¡¸¦ °áÁ¤ÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
½ÇÁ¦ÀûÀÎ Ãæµ¹ °Ë»ç
[Added: 9/15/1999]
Jonathan Blow  ¼¼·ÃµÈ 3Â÷¿ø Ãæµ¹ °Ë»ç ±â¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
°£´ÜÇÑ ÇѰè-±¸¸é(bounding sphere) Ãæµ¹ °Ë»ç
[Added: 11/12/2000]
Oleg Dopertchouk  ÀÌ ¹®¼­´Â ÇѰ豸¸é(bounding sphere)À» ÀÌ¿ëÇÏ¿© 3Â÷¿ø ȯ°æ¿¡¼­ Ãæµ¹À» °ËÃâÇÏ´Â °£´ÜÇÑ °úÁ¤¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓÀ» À§ÇÑ ´Ü¼ø ±³Â÷(Intersection) Å×½ºÆ®
[Added: 6/14/2000]
Miguel Gomez  ½Ã°¢ÀûÀÎ ¿ä¼Ò¸¦ Ȱ¿ëÇÏ´Â 2D, 3D °ÔÀÓ¿¡ À־ ÇÙ½ÉÀÌ µÇ´Â ¿ä¼Ò´Â °ÔÀÓ ¿ÀºêÁ§Æ®¸¦ À§ÇÑ Ãæµ¹ °Ë»ç ½Ã½ºÅÛÀÔ´Ï´Ù. ÀÌ ¹®¼­´Â ´ëºÎºÐÀÇ À¯¿ëÇÑ Çüŵé(±¸¸é, ¹Ú½º)¿¡ °üÇÑ ¸î°¡ÁöÀÇ °£´ÜÇÑ ±³Â÷ Å×½ºÆ®¸¦ ¼³¸íÇÕ´Ï´Ù.
µÎ °³ÀÇ ½ÉÀåÀÌ Ãæµ¹ÇÒ ¶§ : Ãà¿¡ ÇÒ´çµÈ ¿µ¿ªµé (Axis-Aligned Bounding Boxes)
[Added: 7/10/2000]
Jeff Lander  3D Ãæµ¹ Å×½ºÆ®¸¦ À§ÇÑ, Ãà¿¡ ÇÒ´çµÈ Á¦ÇÑ ¿µ¿ª(axis-aligned bounding boxes)ÀÇ »ç¿ë¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
 
ÀϹÝÀûÀÎ ÁÖÁ¦
ÁÖÁ¦ ÀúÀÚ ¼³¸í
½Ç½Ã°£ÀÇ Á¡ÁøÀû ¼¼°è, 1Æí : Ȥ¼ºÀÇ ¸öü(Planetary Bodies)¸¦ »ý¼ºÇϱâ
[Added: 3/8/2001]
Sean O'Neil  Á¡ÁøÀûÀ¸·Î Àüü Å©±â¸¦ °¡Áö´Â È¤¼ºÀÇ ¸öü¸¦ ´Ù¾çÇÑ µðÅ×ÀÏ(detail)ÀÇ ´Ü°è(level)·Î »ý¼ºÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
½Ç½Ã°£ÀÇ Á¡ÁøÀû ¼¼°è, 2Æí : Ȥ¼ºÀÇ ¸öü¸¦ ·£´õ¸µÇϱâ
[Added: 8/28/2001]
Sean O'Neil  ¿øÇü (spherical) LOD ¾Ë°í¸®ÁòÀ» ÀÌ¿ëÇÏ¿© ÁöÇüÀ» »ý¼ºÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
ÇÁ·¹ÀÓ ·¹ÀÌÆ®(frame rate)¿¡ µ¶¸³ÀûÀÎ °ÔÀÓ À̵¿(movement)À» ´Þ¼ºÇϴ°Í
[Added: 12/20/2001]
Dan Ricart  ÇÁ·¹ÀÓ ·¹ÀÌÆ®(frame rates)¿¡ µû¶ó °ÔÀÓ¿¡¼­ÀÇ À̵¿À» ´Ù¸£°Ô Àû¿ëÇÏ´Â ÀÛÀº ¹æÁ¤½ÄÀ» ÀÌ¿ëÇÏ¿© ÇÁ·¹ÀÓ ·¹ÀÌÆ® µ¶¸³ÀûÀÎ À̵¿À» ¸¸µå´Â ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù. ¶ÇÇÑ Nehe's Lesson 23À» ÀÌ·¯ÇÑ ¹æ¹ýÀ» ÀÌ¿ëÇÏ¿© ¼öÁ¤ÇÑ ¿¹Á¦¸¦ Á¦°øÇÕ´Ï´Ù.
¹«ÇÑ¿ìÁÖ(infinite universe)¸¦ À§ÇÑ ¾Ë°í¸®Áò
[Added: 6/7/2000]
Guy W. Lecky-Thompson  ¹«ÇÑÇÑ ¿ìÁÖ¿¡ ÀÖ´Â µíÇÑ Âø°¢À» ¸¸µå´Â ¹æ¹ý
Á¦ÀÛ °úÁ¤(build process)À» ÀÚµ¿È­ Çϱâ
[Added: 12/14/2000]
Francis Irving  ½ºÆ®·¹½º¸¦ ÁÙÀ̰í È¿À²¼ºÀ» ³ôÀ̱â À§ÇÏ¿© Á¦ÀÛ°úÁ¤ÀÇ ÀÚµ¿È­ÇÏ´Â °Í¿¡ °üÇØ ³íÀÇÇÕ´Ï´Ù.
Èĸé¹öÆÛ(BackBuffer)
[Added: 7/17/2000]
Seumas McNally  Èĸé¹öÆÛ(BackBuffer)´Â ±âÃÊÀûÀÎ 2D µð½ºÇ÷¹ÀÌ ±â¼úÀ̸ç, ÀÌ´Â 8, 16, 24, 32 ºñÆ®, À©µµ¿ì ¸ðµå, Ç®½ºÅ©¸° ¸ðµå »óÀÇ ¼±Çü ÇÁ·¹ÀÓ ¹öÆÛ¿¡ Ãß»óÀû ÀÎÅÍÆäÀ̽º(abstracted interface)¸¦ Á¦°øÇÕ´Ï´Ù.
¸Þ½Ã¾Æ(Messiah) ij¸¯ÅÍ ¿¡´Ï¸ÞÀÌ¼Ç ½Ã½ºÅÛÀÇ µÞÀå¸é(Behind the Scenes)
[Added: 3/28/2000]
Michael ‘Saxs?Persson  ¹®Á¦, ÇØ´ä, ¹è¿ïÁ¡
Á¸½º¹Ú»ç¸¦ Áö¿ÁÀÇ ±â°è(Infernal Machine)¿¡ ºÒ·¯¿À±â
[Added: 8/28/2001]
Florian Sauer  ´ÑÅÙµµ 64¿ë °ÔÀÓÀÎ "Àεð¾Ö³ª Á¸½º¿Í Áö¿ÁÀÇ ±â°è"¸¦ öÀúÈ÷ ºÐ¼®
PC¸¦ À§ÇÑ ³î¶ó¿î 3D °ÔÀÓ Á¦ÀÛ
[Added: 7/10/2000]
Kim Pallister and Dean Macri  ¸î¸î °ÔÀÓ °³¹ß ¿µ¿ª¿¡¼­ÀÇ È®À强(scalability)¿¡ ´ëÇÏ¿© ³íÀÇÇÕ´Ï´Ù.
3D Studio MaxÀÇ Ç÷¯±×ÀÎÀ» °³¹ßÇÒ ¶§ Utility¿Í Modifier Áß¿¡¼­ ¾î¶² °ÍÀ» ¼±ÅÃÇÒ °ÍÀΰ¡
[Added: 7/31/2000]
David Lanier  Ä®¸®½ºÅä(kalisto) ¿£ÅÍÅ×ÀÎ¸ÕÆ®ÀÇ ÇÁ·Î±×·¡¸ÓÀÎ Lainer´Â, ¿©·¯ Á¾·ùÀÇ 3D Studio Max¿ë Ç÷¯±×ÀÎ Á¦ÀÛ¿¡ ´ëÇØ »ìÆìº¸°í, À¯Æ¿¸®Æ¼ Á¦ÀÛ¿¡ MFC¸¦ »ç¿ëÇÏ´Â °Í¿¡ °üÇÏ¿© ³íÀÇÇÑ´Ù.
ClanLibbing Part 1: ½ÃÀÛÇϱâ
[Added: 11/2/2000]
Michael DePalatis  ClanLib ¹®¼­ ½Ã¸®ÁîÀÇ Ã¹ ¹øÂ° ÆÄÆ®¿¡¼­´Â, C++ÀÇ ¿¹¿Üó¸®¿Í ±âÃÊÀûÀÎ ³»¿ë¿¡ °üÇØ ´Ù·ì´Ï´Ù.
MFC¸¦ ÀÌ¿ëÇÏ¿© 3Â÷¿ø µµ±¸(Tools) ¸¸µé±â
[Added: 5/1/2001]
Joe Houston  MFC¿Í OpenGLÀ» ÀÌ¿ëÇÏ¿© MD3 viewer Á¦ÀÛÇϱâ
DirectDraw¸¦ ÀÌ¿ëÇÏ¿© ÄùÀÌÅ©(Quake)°°Àº ÄܼÖ(Console) ¸¸µé±â
[Added: 5/17/2000]
Pranay Uppuluri  ÄùÀÌÅ©¿¡¼­ »ç¿ëÇß´ø ÇüÅÂÀÇ Äֹܼڽº¸¦ Á¦ÀÛÇÏ´Â ¹æ¹ýÀ» ´Ù·ì´Ï´Ù.
ÇÁ·¹ÀÓÀ²°ú ¸¶¿ì½º ¾÷µ¥ÀÌÆ®¸¦ ºÐ¸®Çϴ°Í
[Added: 10/22/1999]
Brian Gantt  ÇÁ·¹ÀÓÀ²°ú »ó°ü¾øÀÌ ºÎµå·¯¿î ¸¶¿ì½ºÀÇ µ¿ÀÛÀ» º¸ÀåÇϱâ À§ÇÑ ¹æ¹ýÀ» Á¦½ÃÇÕ´Ï´Ù.
½ºÇÁ¶óÀÌÆ® °ü¸®¸¦ À§ÇÑ È®Àå ±×·¡ÇÈ ÅÛÇø®Æ®
[Added: 7/12/2000]
TANSTAAFL  ½ºÇÁ¶óÀÌÆ®ÀÇ ÀϺημ­ ½ºÇÁ¶óÀÌÆ® Á¤º¸¸¦ ÀúÀåÇÏ´Â ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö 101, 1Æí
[Added: 6/3/2000]
Bruno Sousa  ÀÌ ½Ã¸®Áî´Â µ¶ÀÚ¿¡°Ô °£´ÜÇÑ °ÔÀÓ Á¦ÀÛ¿¡ °üÇØ ¼³¸íÇÕ´Ï´Ù. 1ºÎ¿¡¼­´Â, µðÀÚÀÎ ¹®¼­ Á¦ÀÛ°ú ±âÃÊ ¼³Á¤¿¡ °üÇØ ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö 101, 2Æí
[Added: 6/29/2000]
Bruno Sousa  2ºÎ¿¡¼­´Â, ¿¡·¯ ó¸® Ŭ·¡½º¿Í Win32ÀÇ ±âÃÊÀûÀÎ »À´ë¸¦ Á¦ÀÛÇÏ´Â ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö Ãʺ¸ÀÚ °¡À̵å
[Added: 1/18/2000]
Dave Astle  °ÔÀÓ ÇÁ·Î±×·¡¹ÖÀ» óÀ½ ½ÃÀÛÇÏ´Â »ç¶÷À̶ó¸é ¹Ýµå½Ã Àоî¾ß¸¸ ÇÏ´Â ¹®¼­ÀÔ´Ï´Ù. Ãʺ¸ÀÚµéÀÌ ÈçÈ÷ Áú¹®ÇÏ´Â ³»¿ë¿¡ °üÇÑ ´ë´äÀ» Á¦½ÃÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 1Æí : À©µµ¿ì ÇÁ·Î±×·¡¹Ö ½ÃÀÛÇϱâ
[Added: 11/5/2000]
Joseph Farrell  ÀÌ ¿©·¯ÆíÀÇ ¹®¼­´Â À©µµ¿ìÁî ȯ°æ¿¡¼­ ´ÙÀÌ·ºÆ®X¸¦ »ç¿ëÇÏ¿© RPG°ÔÀÓÀ» Á¦ÀÛÇÏ´Â ¹æ¹ý¿¡ °üÇØ ´Ù·ì´Ï´Ù. ÀÌ Ã¹ ¹øÂ° ¹®¼­´Â ºñÁÖ¾ó C++À» ÀÌ¿ëÇÏ¿© Win32 ¾îÇø®ÄÉÀ̼ÇÀ» ¸¸µå´Â ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 2Æí : Win32 ÇÁ·Î±×·¥¿¡¼­ÀÇ ¸®¼Ò½º »ç¿ë
[Added: 11/18/2000]
Joseph Farrell  2Æí¿¡¼­´Â, ¾ÆÀÌÄÜ, Ä¿¼­, ºñÆ®¸Ê, ¸Þ´º, ¹®ÀÚ¿­ Å×À̺í, »ç¿ëÀÚ Å¸ÀÔ°ú °°Àº ´Ù¾çÇÑ ¸®¼Ò½º ŸÀÔ¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 3Æí : À©µµ¿ì ¸Þ½ÃÁö ÃßÀû°ú GDI »ç¿ëÇϱâ
[Added: 12/7/2000]
Joseph Farrell  3Æí¿¡¼­´Â, Áß¿äÇÑ À©µµ¿ìÁî ¸Þ½ÃÁö¿Í, ±×·¡ÇÈ µð¹ÙÀ̽º ÀÎÅÍÆäÀ̽º¿¡ ´ëÇÑ ¼Ò°³¸¦ ´Ù·ì´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 4Æí : DirectX ¼Ò°³
[Added: 12/19/2000]
Joseph Farrell  4Æí¿¡¼­´Â, ´ÙÀÌ·ºÆ®X¿¡¼­ »ç¿ëÇÏ´Â ±¸Á¶Ã¼¿Í ÄÄÆ÷³ÍÆ® ¿ÀºêÁ§Æ® ¸ðµ¨, ±×¸®°í DirectDraw¿¡ ´ëÇÑ ±âÃÊÀûÀÎ ³»¿ëÀ» ¼Ò°³ÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 9Æí : ij¸¯ÅÍ Ãß°¡Çϱâ
[Added: 3/7/2001]
Joseph Farrell  ÀÌ ¹®¼­´Â ±âÁ¸ÀÇ Å¸ÀÏ ¿£Áø¿¡ Á¦¾î°¡´ÉÇÑ Ç÷¹ÀÌ Ä³¸¯Å͸¦ Ãß°¡ÇÏ´Â °Í°ú, NPCµé¿¡ ´ëÇÑ ±âÃÊÀûÀÎ ¾ÆÀ̵ð¾î¸¦ Á¦°øÇÕ´Ï´Ù.
Game °ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 5Æí : DirectDraw¿¡¼­ÀÇ ÆÄ·¹Æ®¿Í Çȼ¿
[Added: 1/3/2001]
Joseph Farrell  DirectDraw¿¡¼­ ÆÄ·¹Æ® ¿ÀºêÁ§Æ®¸¦ »ý¼ºÇÏ´Â ¹æ¹ý°ú, ¸ðµç Ä÷¯¸ðµå¿¡¼­ Á¡À» Âï´Â ¹æ¹ý°ú, ±âÃÊÀûÀΠƯ¼öÈ¿°ú¿¡ °üÇØ ´Ù·ì´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 6Æí : DirectDraw¿¡¼­ÀÇ ºñÆ®¸Ê ±×·¡ÇȽº
[Added: 1/12/2001]
Joseph Farrell  Ä÷¯°ªÀ» º¹»çÇϰí, ä¿ì°í, Ä÷¯Å°¸¦ »ç¿ëÇϰí, Ŭ¸³ÇÔÀ» ÅëÇØ, ºñÆ®¸ÊÀ» Ç¥¸é(surface)À¸·Î Àд ¹æ¹ýÀ» ´Ù·ì´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 7Æí : °ÔÀÓ ±¸Á¶(Structure)ÀÇ °³¹ß
[Added: 1/29/2001]
Joseph Farrell  Win32 °ÔÀÓÀ» À§ÇÑ ¸ðµâ, ½ºÅ©¸³ÅÍ, ±×¸®°í È¿°ú¿Í °°Àº ÄÚµå ·¹À̾ƿô µðÀÚÀÎ ¹æ¹ý¿¡ ´ëÇÑ ¿¹Á¦¸¦ Á¦½ÃÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 8Æí : ±âÃÊ Å¸ÀÏ ¿£Áø
[Added: 2/12/2001]
Joseph Farrell  8¹æÇ× ½ºÅ©·ÑÀ» Áö¿øÇÏ´Â ±âÃÊÀûÀΠŸÀÏ¿£Áø, À¯¿¬ÇÑ Å¸ÀÏ ¿¡´Ï¸ÞÀ̼Ç, ±×¸®°í ¸ÖƼ·¹ÀÌ¾î ¸ÊÀ» Á¦ÀÛÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ö â¼¼±â, 10Æí : ÆÁ°ú Æ®¸¯
[Added: 4/10/2001]
Joseph Farrell  ÀÌ ½Ã¸®Á Á¢À¸¸ç, ·Î±×ÆÄÀϰú ½ºÅ©¸³Æ®¿¡ ´ëÇÑ °üÂû°ú °°Àº À¯¿ëÇÑ °ÔÀÓ Å×Å©´ÐÀ» °£´ÜÈ÷ »ìÆìº¾´Ï´Ù.
°ÔÀÓ¿¡¼­ »ç¿ëÇÏ´Â ³ôÀº Á¤È®µµÀÇ Å¸ÀÌ¹Ö (High Resolution Timing)
[Added: 9/17/1999]
Dhonn Lushine  ³ôÀº Á¤È®µµÀÇ Çϵå¿þ¾î ½Ã°è¸¦ °ÔÀÓ¿¡¼­ »ç¿ëÇÏ´Â ¹æ¹ý¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
º¤ÅÍ ¾çÀÚÈ­(Vector Quantization)¸¦ ÀÌ¿ëÇÑÀ̹ÌÁö ¾ÐÃà
[Added: 4/24/2001]
Ivan-Assen Ivanov  VQ(º¤ÅÍ ¾çÀÚÈ­)¿¡ ´ëÇÑ ¼Ò°³¿Í VQ¸¦ ¼öÇàÇϱâÀ§ÇÑ µÎ°¡Áö ¾Ë°í¸®ÁòÀ» Á¦°øÇϸç, VQ ÅØ½ºÃÄ ¾ÐÃàÀ» »ç¿ëÇÑ ¼º°øÀûÀÎ ¸®¾ó ¿ùµå ±¸Ãà¿¡ °üÇÑ »ó¼¼ÇÑ ³»¿ëÀ» ´Ù·ì´Ï´Ù.
Áï¼® ¸®Ç÷¹ÀÌ(Instant Replay) : Àç»ý»ê°¡´ÉÇÑ ÇàÀ§(Reproducible Behavior)¸¦ Áö¿øÇÏ´Â °ÔÀÓ¿£ÁøÀÇ Á¦ÀÛ
[Added: 8/28/2001]
Patrick Dickinson   
±â°èÀûÀÎ Àå¸é(Machinima Cutscene) Á¦ÀÛ(Machinima Cutscene), 1ºÎ
[Added: 10/9/2000]
Hugh Hancock  ½Ç½Ã°£ Àå¸é »ý¼ºÀ» ¸¸µé¸ç ¹ß»ýÇÏ´Â º¸ÆíÀûÀÎ ½Ç¼ö¿Í ÁÖÀÇÁ¡À» ´Ù·ç¸ç, Á¤¸» ¿µÈ­°°Àº Àå¸éÀ» °ÔÀÓ ¿£ÁøÀ» ÅëÇØ ¸¸µé¾î ³»´Â ¸î°¡Áö ¹æ¹ýÀ» Á¦½ÃÇÕ´Ï´Ù.
±â°èÀûÀÎ Àå¸é(Machinima Cutscene) Á¦ÀÛ, 2ºÎ
[Added: 10/12/2000]
Hugh Hancock  Àå¸é»ý¼ºÀÇ ÀǹÌ, Á¦ÀÛ, Á¦ÀÛÈı⸦ »ìÆìº¸°í, ½Ç½Ã°£ 3D¸¦ ¿µÈ­ ¹Ìµð¾î(cinematic medium)·Î »ç¿ëÇÒ ¶§ ¹ß»ýÇÏ´Â ÀåÁ¡°ú ´ÜÁ¡¿¡ ´ëÇØ ¾Ë¾Æº¾´Ï´Ù.
ÀºÇÏ(galaxy) ¸¸µé±â
[Added: 3/5/2001]
Patrick Down  ÀºÇÏ(galaxies)¸¦ »ý¼ºÇϱâ À§ÇØ ÀÓÀÇÀûÀ¸·Î »ý¼º(randomly generated)ÇÑ µ¥ÀÌÅ͸¦ »ç¿ëÇÏ´Â ±â¼ú¿¡ ´ëÇÏ¿© »ìÆìº¾´Ï´Ù.
»ó¿ëÁ¦Æû ¼öÁØÀÇ °ÔÀÓÄÚµå(Production Quality Game Code)
[Added: 9/17/1999]
Jered Wierzbicki  »ó¿ë °ÔÀÓÀ» ¸¸µé±â À§ÇØ ÇÊ¿äÇÑ ¼öÁØÀÇ ÄÚµå ǰÁú ·¹º§¿¡ ´ëÇÏ¿© ³íÀÇÇÕ´Ï´Ù. ÀÌ ³»¿ëÀº ´ç½ÅÀ» ³î¶ó°Ô ÇÒ°ÍÀÔ´Ï´Ù.
ÀÓÀÇÀûÀÎ ¹Ì·Î»ý¼º±â, Áú¹®°ú ´ä(Random maze-generator FAQ)
[Added: 1/15/2002]
  ÀÓÀÇÀûÀÎ ¹Ì·Î»ý¼º±â¸¦ C·Î ±¸ÇöÇÑ ³»¿ëÀÔ´Ï´Ù.
¸®¼Ò½º ÆÄÀÏ ¼³¸í
[Added: 1/17/2000]
Jesse Towner  °ÔÀÓ °³¹ß ȯ°æÀÇ ¼¼·Î¿î ¼¼»ó, ¸®¼Ò½º ÆÄÀÏÀÇ °í»óÇÑ ¼¼°è¸¦ ŽÇèÇÒ ¼ø°£ÀÌ ¿Ô½À´Ï´Ù.
´ÙÁß Ç÷§ÆûÀ» Áö¿øÇÏ´Â °ÔÀÓ °³¹ß
[Added: 7/10/2000]
Eric Lengyel  À©µµ¿ìÁî¿Í ¸ÅŲÅä½Ã¿¡¼­ µ¿½Ã¿¡ ÀÛµ¿ÇÏ´Â, °ÔÀÓ¿£ÁøÀ» ±¸¼ºÇÏ´Â Áß¿äÇÑ ¼­ºê½Ã½ºÅÛÀ» ÀÛ¼ºÇÏ´Â ¹æ¹ý¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ ÇÁ·Î±×·¡¹Ì °üÁ¡(Perspective)¿¡¼­ÀÇ Á¤Àû ¶óÀ̺귯¸®(Static Libraries)
[Added: 3/2/2001]
Stefan Hajnoczi  Á¤Àû ¶óÀ̺귯¸®¶õ ¹«¾ùÀ̸ç À̸¦ »ç¿ëÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
±×·¡ÇȽº API µ¶¸³ÀûÀÎ °ÔÀÓ °³¹ßÀ» À§ÇÑ ³ë·Â
[Added: 1/24/2002]
Erik Yuzwa  OpenGL°ú DirectGraphics¸¦ ÀÚÀ¯·Ó°Ô ÀüȯÇϱâ À§ÇÑ µ¿Àû ¸µÅ© ¶óÀ̺귯¸®¸¦ ÀÛ¼ºÇÏ´Â ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù.
±âÃÊ °ÔÀÓ ·çÇÁ(Loop)
[Added: 9/17/1999]
Geoff Howland  ¸ðµç °ÔÀÓ¿¡ Àû¿ë°¡´ÉÇÑ ·çÇÁ ´ëÇÑ °£´ÜÇÑ ¼³¸í.
âÁ¶ÀÚÀÇ Èû
[Added: 10/7/2001]
Ben Dilts  °ÔÀÓ ¿£Áø¿¡¼­ ¸Þ¸ð¸® À¯ÃâÀ» Á¦°ÅÇÏ´Â ¹æ¹ýÀ» ´Ù·ì´Ï´Ù.
´ç½ÅÀÇ ¾î¸Ó´Ï°¡ °ÔÀÓ ÇÁ·Î±×·¡¹Ö¿¡ °üÇØ ¸»ÇØÁÖÁö ¾ÊÀº °Í
[Added: 1/29/2001]
Peter Warden  ºÒ¿ÏÀüÇÑ È¯°æ¿¡¼­ À¯¿ëÇÑ Äڵ带 ÀÛ¼ºÇÏ´Â ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù.
AVI ÆÄÀÏ ÀÛ¾÷
[Added: 11/8/1999]
Jonathan Nix  ¸¶ÀÌÅ©·Î¼ÒÇÁÆ® AVI API¸¦ ÀÌ¿ëÇÏ¿© AVI ÆÄÀÏÀ» ´Ù·ç´Â ¹æ¹ýÀ» Á¦°øÇÕ´Ï´Ù.
ÆùÆ® ¿£Áø ÀÛ¼º
[Added: 5/17/2000]
Ben Hanson  °ÔÀÓ¿¡¼­ ÀڽŸ¸ÀÇ ÆùÆ®¸¦ Áö¿øÇϱâ À§ÇÑ °£´ÜÇÑ ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
Àбâ/ÀúÀå ·çÆ¾ÀÇ ÀÛ¼º
[Added: 1/15/2001]
Bruno Sousa  °ÔÀÓÀ» ÀúÀå(save)ÇÏ°í ºÒ·¯¿À´Â(load) ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
 
ÁöÇü ¿£Áø
ÁÖÁ¦ ÀúÀÚ ¼³¸í
Á¡ÁøÀû ÄùµåÆ®¸®(Adaptive Quadtrees)¸¦ ÀÌ¿ëÇÑ ¿¬¼ÓÀûÀÎ ÁöÇü ¸Þ½¬(Continuous LOD Terrain Meshing)
[Added: 2/29/2000]
Thatcher Ulrich  ³ôÀº Ŭ·ÎÁî¾÷ µðÅ×ÀÏ ·¹º§À» °¡Áö´Â °Å´ëÇÑ ÁöÇü ¾Ë°í¸®ÁòÀ» Á¦°øÇÕ´Ï´Ù.
ÁöÇü ±×¸²ÀÚ¸Ê(Shadow Map)ÀÇ ºü¸¥ »ý¼º±â¹ý
[Added: 5/7/2002]
Mircea Marghidanu  ÁöÇü·£´õ¸µ¿¡ »ç¿ëÇÏ´Â ±¤¿øÈ¿°ú¿Í ±×¸²ÀÚ ±â¹ýÀ» ´Ù·ì´Ï´Ù.
ÁöÇü(Landscapes)À» ·£´õ¸µÇÏ´Â ¹æ¹ý
[Added: 8/25/1999]
James Sharman   
ROAMÀ» ÀÌ¿ëÇÑ ½Ç½Ã°£ ÁöÇü LOD
[Added: 4/11/2000]
Bryan Turner  Çϵå¿þ¾î °¡¼ÓÀ» »ç¿ëÇÏ´Â ÁöÇü¿£Áø°ú À̸¦ ´õ °­·ÂÇÏ°Ô ¸¸µå´Â ¾Ë°í¸®Áò, ƯÈ÷ ROAM(Real-time Optimally Adapting Meshes)¿¡ °üÇØ ´Ù·ì´Ï´Ù.
ROAMÀ» ÀÌ¿ëÇÑ ÁöÇü : ½Ç½Ã°£ Á¡ÁøÀû ÁöÇü ÃÖÀûÈ­ (Real-time Optimally Adapting Meshes)
[Added: 6/7/2000]
Mark Duchaineau, et al.  ÁöÇü»ý¼ºÀ» À§ÇÑ ROAM(Real-time Optimally Adapting Meshes) ±â¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
ÁöÇü¿¡¼­ÀÇ °æ»ç ±¤¿ø È¿°ú(Slope Lighting Terrain)
[Added: 7/8/2001]
Charlie Van Noland  ºü¸¥ ÁöÇü ±¤¿øÈ¿°ú ±â¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
ÁöÇü »ý¼ºÀ» À§ÇÑ ºÐ±¤ ÇÕ¼º ³ëÀÌÁî(Spectral Synthesis Noise for Creating Terrain)
[Added: 1/11/2000]
druid  ¸Å¿ì ½Ç°¨³ª°í À¯¿ëÇÑ ÁöÇü »ý¼ºÀ» À§ÇÑ À¯µ¿ÀûÀÎ ¾Ë°í¸®ÁòÀ» ¼Ò½ºÄÚµå¿Í ½ÇÇàÆÄÀϰú ÇÔ²² Á¦°øÇÕ´Ï´Ù.
3D Çൿ(Action)À» À§ÇÑ ÁöÇüÆÇ´Ü(Terrain Reasoning)
[Added: 10/3/2001]
William van der Sterren  ÁöÇüÆÇ´Ü(terrain reasoning)À̶õ ÁöÇü »ý¼º½Ã °í·ÁÇØ¾ß ÇÏ´Â °èȹ(planing), °áÁ¤(decision making), Çൿ(action), Åë½Å(communication)¿¡ ´ëÇÑ ¼º´É(capability)¿¡ ÀΰøÁö´É(AI)À» ºÎ¿©ÇÏ´Â °ÍÀ» ÀǹÌÇÕ´Ï´Ù.
°Å´ëÇÑ ÁöÇü ¸ðµ¨ÀÇ ÀÚµ¿»ý¼ºÀ» À§ÇØ ºñÆ®¸ÊÀ» »ç¿ëÇϴ°Í
[Added: 6/7/2000]
Kai Martin  ¾ÆÆ¼½ºÆ®¿Í ¿ùµå¸¦ ¸¸µå´Â »ç¶÷µé(world builders)ÀÌ Á¤¹Ðµµ(detail)¸¦ Á¶ÀýÇÒ ¼ö ÀÖ´Â, ºñÆ®¸ÊÀ» ÀÌ¿ëÇÑ ÀÚµ¿ ÁöÇü »ý¼º ±â¹ýÀ» ¼Ò°³ÇÕ´Ï´Ù.
 
¸µÅ©
À̸§ Rating ¼³¸í
°¡»óȯ°æ°ú ½Ã¹Ä·¹ÀÌ¼Ç È¯°æÀ» À§ÇÑ »óÈ£ÀÛ¿ë Ãæµ¹ °Ë»ç
[Added: 5/17/2000 Clicks: 2027]
  3D °ø°£¿¡¼­ ¹°Ã¼°¡ Ãæµ¹ÇÏ´Â °ÍÀ» ´Ù·ç±â À§ÇÑ ºü¸¥ ¾Ë°í¸®Áò¿¡ ´ëÇÑ ³»¿ëÀ» ´Ù·ì´Ï´Ù.
 
ÃÖÀûÈ­
ÁÖÁ¦ ÀúÀÚ ¼³¸í
´õ ºü¸¥ ±×¸®±â(Blits)¸¦ À§ÇÑ 15°¡Áö ¹æ¹ý
[Added: 7/24/1999]
David Berube  ±×¸®±â(blits)¸¦ ÃÖÀûÈ­ Çϱâ À§ÇÑ ÆÁÀ» Á¦°øÇÕ´Ï´Ù. ¶ÇÇÑ »ùÇà ±×¸®±â Äڵ带 Á¦°øÇÏ°í ±×¸®±â¸¦ °¡¼ÓÇϱâ À§ÇØ ¹«¾ùÀ» ÇØ¾ßÇϴ°¡¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
3D SIMD Geometry¿Í ±¤¿ø ÆÄÀÌÇÁ¶óÀÎ(Lighting Pipeline)À» ÅëÇÕÇϱâ
[Added: 3/1/2000]
Ronen Zohar and Haim Barad  »õ·Î¿î P3 ¸í·É¾î¸¦ ÀÌ¿ëÇÏ¿© °ÔÀÓ¿£ÁøÀÇ ¼Óµµ¸¦ ³ôÀÌ´Â ¹æ¾÷À» ´Ù·ì´Ï´Ù.
ij½¬ ¸Þ¸ð¸®ÀÇ ÈûÀ» ÀÌ¿ëÇϱâ
[Added: 3/1/2000]
Alexandre Macris and Pascal Urro  ij½¬ÀÇ ÀåÁ¡À» »ì¸° µ¥ÀÌÅÍ ±¸Á¶¸¦ »ç¿ëÇÏ´Â ´Ù¾çÇÑ ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
ÃÖÀûÈ­ ÄÚ³Ê: C++À» ÀÌ¿ëÇÑ ÃÖÀûÈ­µÈ Çà·Ä ¶óÀ̺귯¸®
[Added: 7/10/2000]
Haim Barad  ÃֽЏ¶ÀÌÅ©·ÎÇÁ·Î¼¼¼­ÀÇ SMID ±¸Á¶¸¦ Ȱ¿ëÇÏ´Â ¸ÅÆ®¸¯½º ÃÖÀûÈ­ ·çƾÀ» Á¦°øÇÕ´Ï´Ù.
ÃÖÀûÈ­ ÄÚ³Ê: Cleaning Memory and Partial Stalls in Your Code
[Added: 7/10/2000]
Haim Barad  Explains the concept of partial stalls and how they affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors. 
ÃÖÀûÈ­ ÄÚ³Ê: Á˼ÛÇÕ´Ï´Ù¸¸, »çÀÌÁî°¡ ¹®Á¦±º¿ä!
[Added: 7/10/2000]
Haim Barad  À¯¿ëÇÑ µ¥ÀÌÅÍ ÃÖÀûÈ­ °¡À̵å¶óÀÎÀ» Á¦½ÃÇϰí, °á±¹¿¡´Â Å©±â°¡ Áß¿äÇÑ ¹®Á¦¶ó´Â °ÍÀ» º¸¿©ÁÝ´Ï´Ù.
ÃÖÀûÈ­ ÄÚ³Ê: ÆæÆ¼¾ö III ÇÁ·Î¼¼¼­¸¦ ÀÌ¿ëÇÑ 4x4 º£Áö¾î ÆÐÄ¡ÀÇ ºÐÇÒ(tessellation)
[Added: 4/27/2000]
Haim Barad  4x4 º£ÀÌÀú ÆÐÄ¡¸¦ ¼³¸íÇϰí, °î¸éÀ» ºÐÇÒÇÏ´Â ÃÖÀûÈ­µÈ ¿£ÁøÀ» Á¦ÀÛÇÏ´Â ¹æ¹ý°ú ¿¬¼ÓÀûÀÎ LODÀÇ Æ¯¼ºÀ» Àû¿ëÇÏ´Â ¹æ¹ý¿¡ °üÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
VTune ½ÇÇàºÐ¼®±â(Performance Analyzer)¸¦ ÀÌ¿ëÇÑ ÆæÆ¼¾ö III »çÀü ÃÖÀûÈ­(Prefetch Optimizations)
[Added: 4/27/2000]
Ornit Gross  SMID È®Àå¸í·É¾î¸¦ ÀÌ¿ëÇÑ »çÀü µ¥ÀÌÅÍ(prefetching data)¸¦ ÅëÇØ °ÔÀÓÀÇ ½ÇÇ༺´ÉÀ» Çâ»óÇϱâ.
C++À» ÀÌ¿ëÇÑ ÃÖÀûÈ­ ÇÁ·Î±×·¡¹Ö
[Added: 7/29/2000]
Joris Timmermans  ºü¸¥ Äڵ尡 ¿ì¸® ¸ðµÎÀÇ ¸ñÇ¥ÀÔ´Ï´Ù. ÀÌ ¹®¼­´Â C++¿¡¼­ ÇÁ·Î±×·¥ÀÇ ¼º´ÉÀ» °³¼±Çϱâ À§ÇØ ¾Ë¾Æ¾ß¸¸ ÇÏ´Â ±â¹ý¿¡ °üÇÏ¿© ´Ù·ì´Ï´Ù
ÇÁ·ÎÆÄÀϸµ(Profiling), µ¥ÀÌÅÍ ºÐ¼®(Data AnalEnsysis), ¹üÀ§¼º(Scalability), ±×¸®°í ¸¶¹ý ¼ýÀÚ(Magic Numbers), 2ºÎ: ¼ö¸¹Àº Ư¼ºÀ» ÀÌ¿ëÇÏ´Â °Í°ú 7°¡ÁöÀÇ Ä¡¸íÀûÀÎ ½ÇÇ༺´É¿¡ °üÇÑ ¹üÁ˸¦ ±Øº¹Çϱâ (Using Scalable Features and Conquering the Seven Deadly Performance Sins)
[Added: 8/24/2000]
Herb Marselas  °ÔÀÓ ÃÖÀûÈ­ ½Ã¸®ÁîÀÇ µÎ ¹øÂ° ÆÄÆ®
ÇÁ·ÎÆÄÀϸµ(Profiling), µ¥ÀÌÅÍ ºÐ¼®(Data Analysis), º¡À§¼º(Scalability), ±×¸®°í ¸¶¹ý¼ýÀÚ(Magic Numbers)
[Added: 8/16/2000]
Herb Marselas  ¿¡ÀÌÁö ¿Àºê ¿¥ÆÄÀ̾î 2¿¡¼­ »ç¿ëÇÑ ½ÇÇ༺´É ÇÁ·ÎÆÄÀϸµÀ» ÅëÇØ °æÇèÇÑ ÆÁ, Æ®¸¯¿¡ ´ëÇÏ¿© À̾߱âÇÕ´Ï´Ù. À̸¦ÅëÇØ Àú»ç¾çÀÇ ÄÄÇ»ÅÍ¿¡¼­ °ÔÀÓÀÌ Àß µ¿ÀÛÇÏ¿´½À´Ï´Ù.
VectorC¸¦ ÀÌ¿ëÇÏ¿© ¸Þ¸ð¸® Àбâ¿Í ¾²±â¸¦ °¡¼ÓÇϱâ
[Added: 8/16/2000]
Andrew Richards  ÀÌ ¹®¼­´Â ½ÇÇ༺´ÉÀ» ³ôÀ̱â À§ÇÑ "¸ÕÀú ºÙÀ̱â(prefetching)"¿Í "ºñÀÓ½ÃÀû ÀúÀå°ø°£(non-temporal stores)"ÀÇ »ç¿ë¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù. ¶ÇÇÑ µ¿ÀÏÇÑ ÀÛ¾÷¿¡ ´ëÇÏ¿© VectorC»Ó¸¸ ¾Æ´Ï¶ó ¾î¼Àºí¸® ¾ð¾î¸¦ ÀÌ¿ëÇÏ´Â °Í¿¡ °üÇØ ³íÀÇÇÕ´Ï´Ù.
MMX 3DNow¿Í SSEÀÇ ÀåÁ¡À» Ȱ¿ëÇϱâ À§ÇØ VectorC¸¦ Ȱ¿ëÇϱâ
[Added: 7/7/2000]
Andrew Richards  VectorC´Â °ÔÀÓ °³¹ßÀÚµéÀ» À§ÇØ Æ¯º°È÷ °í¾ÈÇÑ »õ·Î¿î ÄÄÆÄÀÏ·¯ÀÔ´Ï´Ù. VectorCÀÇ °³¹ßÀÚ´Â ÀÌ ¹®¼­¸¦ ÅëÇØ ÀÎÅÚ°ú AMDÀÇ ¸ÖƼ¹Ìµð¾î ±â´ÉÀ» ÃÖÀûÈ­ÇÏ¿© ÀÌ¿ëÇϱâ À§ÇÑ ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
ÆæÆ¼¾ö III ÇÁ·Î¼¼¼­¸¦ À§ÇÑ ºñµð¿À ¾îÇø®ÄÉÀ̼Ç
[Added: 7/10/2000]
Asi Elbaz  ÆæÆ¼¾ö IIIÇÁ·Î¼¼¼­¿Í SMIDÈ®ÀåÀÌ Á¤¼ö¿¡ ±âÃÊÇÑ ¾îÇø®ÄÉÀ̼ÇÀÇ ½ÇÇ༺´ÉÀ» ¾î¶»°Ô Çâ»ó½Ãų ¼ö Àִ°¡¿¡ ´ëÇÏ¿©, MPEGÀÎÄÚ´õ ¾îÇø®ÄÉÀ̼ÇÀ» ¿¹·Îµé¾î ¼³¸íÇÕ´Ï´Ù.
 
½ºÅ©¸³ÅÍ(Scripting)
ÁÖÁ¦ ÀúÀÚ ¼³¸í
°ÔÀÓ ¿£Áø¿¡ ¾ð¾î¸¦ Ãß°¡Çϴ°Í
[Added: 2/22/2000]
Robert Huebner  ½ºÅ©¸³ÅÍ ¾ð¾î¿¡ ´ëÇÑ ÈǸ¢ÇÑ ¼Ò°³ÀÔ´Ï´Ù. ƯÈ÷ "Dark Force 2 - Jedi Knight" ¿¡¼­ »ç¿ëÇÑ ½ºÅ©¸³Æ® ¾ð¾î¸¦ ÁÖÀDZí°Ô »ìÆìº¾´Ï´Ù.
C++À» ÀÌ¿ëÇÑ ½ºÅ©¸³Æ® ½Ã½ºÅÛÀÇ Á¦ÀÛ, 1Æí : ¼Ò°³
[Added: 1/14/2002]
Greg Rosenblatt  ÀÌ ½Ã¸®ÁîÀÇ ¹®¼­´Â µ¶Àڵ鿡°Ô ½ºÅ©¸³Æ® ½Ã½ºÅÛÀ» ¸¸µå´Âµ¥ ÇÊ¿äÇÑ Á¤º¸¸¦ Á¦°øÇÕ´Ï´Ù. ÀÌ Ã¹ ¹øÂ° ¹®¼­´Â ½ºÅ©¸³Æ® ½Ã½ºÅÛÀÇ ±âÃÊ¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
C++À» ÀÌ¿ëÇÑ ½ºÅ©¸³Æ® ½Ã½ºÅÛÀÇ Á¦ÀÛ, 2Æí : µ¥ÀÌÅÍ È®Àå(Data Manipulation)
[Added: 2/1/2002]
Greg Rosenblatt  ÀÌ ¹®¼­´Â ´ç½ÅÀÇ ÇÁ·Î±×·¥ÀÌ ½ºÅ©¸³ÅÍ ¸í·É¾î(instructions)¿¡ ÀÇÇÑ ºÎ°¡ÀûÀÎ µ¥ÀÌÅÍ ¿ä¼Ò(optional data components)¿¡ ÀÇÇØ ¹ß»ýÇÏ´Â µ¿ÀûÀÎ »óȲ(dynamic situations)À» ´Ù·ç´Â ¹æ¹ýÀ» ¼³¸íÇÕ´Ï´Ù.
C++À» ÀÌ¿ëÇÑ ½ºÅ©¸³Æ® ½Ã½ºÅÛÀÇ Á¦ÀÛ, 3Æí : µ¿Àû(Dynamic) ·Îµù
[Added: 3/13/2002]
Greg Rosenblatt  ½ºÅ©¸³Å͸¦ ·ÎµùÇÏ´Â µÎ°¡Áö Á¢±Ù¹æ¹ý : Á¶»ç(scanning)¿Í ºÎÇÕ(matching)
C++À» ÀÌ¿ëÇÑ ½ºÅ©¸³Æ® ½Ã½ºÅÛÀÇ Á¦ÀÛ, 4Æí : ½ºÅÃ(stack)°ú ÇÁ·Î±×·¥ ¼ø¼­(Program Flow)
[Added: 4/16/2002]
Greg Rosenblatt  ÀÌ ¹®¼­´Â °£´ÜÇÑ ¹ÙÀÌÆ®ÄÚµå ¸í·É¾î¸¦ ÅëÇØ °í±Þ ¾ð¾î¸¦ ¸ðµ¨¸µÇϱâ À§ÇÑ ½ºÅðú ÇÁ·Î±×·¥ ¼ø¼­(program flow)¿¡ ´ëÇÑ °³³äÀ» ¼³¸íÇÕ´Ï´Ù.
ºü¸¥ ½ºÅ©¸³Æ® - »çÀü°è»êÀ» ÀÌ¿ëÇÑ Á¢±Ù¹æ¹ý (Fast Scripting - a pre-compiled approach)
[Added: 5/31/2001]
Micheal Ireland  ¾î¼Àºí¸® ½ºÅ¸ÀÏÀÇ ¸í·É¾î¸¦ ÀÌ¿ëÇÏ¿© °íÈ¿À²ÀÇ ½ºÅ©¸³Æ® ÇØ¼®À» °¡´ÉÇÏ°Ô ÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°ÔÀÓ°³¹ßÀ» À§ÇÑ ¸Æ½º ½ºÅ©¸³Æ®3 (MaxScript 3.0)
[Added: 6/14/2000]
Wyeth Ridgway  CÄڵ带 »ç¿ëÇÏÁö ¾Ê°í Max 3.0À» °ÔÀÓ ¿¡µðÅÍ·Î »ç¿ëÇÏ´Â ¹æ¹ýÀ» ¹è¿ï ¼ö ÀÖ½À´Ï´Ù.
°£´ÜÇÑ °ÔÀÓ ½ºÅ©¸³Æ®, 1Æí : ½ºÅ©¸³Æ®¸¦ ÀúÀåÇϰí Àбâ
[Added: 9/10/2000]
David Goodlad  ÀÌ ½Ã¸®ÁîÀÇ Ã¹ ¹øÂ° ¹®¼­¿¡¼­´Â ½ºÅ©¸³Æ®¸¦ ÀÐ°í ¾²°í ÀúÀåÇÏ´Â ¹æ¹ý »Ó¸¸ ¾Æ´Ï¶ó ½ºÅ°¸³Æ® °³³ä°ú ±âÃÊ ±¸Á¶¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°£´ÜÇÑ °ÔÀÓ ½ºÅ©¸³Æ®, 2Æí : ½ºÅ©¸³Æ®°¡ ¹º°¡¸¦ ÇÏ°Ô ¸¸µé±â
[Added: 10/30/2000]
David Goodlad  1Æí¿¡ À̾î, ½ºÆ®¸³Æ® ¾ð¾î°¡ VB¿¡¼­ ½ÇÁ¦·Î ¾î¶»°Ô ÀÛµ¿ÇÏ´ÂÁö¸¦ ¼³¸íÇϰí, ´õ ³ª¾Æ°¡ ½ºÅ©¸³Æ®¾ð¾îÀÇ ±¸Á¶¿¡ ´ëÇÑ Áß¿ä Áú¹®¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
°£´ÜÇÑ °ÔÀÓ ½ºÅ©¸³Æ®, 3Æí : ½ºÅ©¸³Æ® ¾ð¾î¸¦ À§ÇÑ Á¦¾î ±¸Á¶(Control Structure)
[Added: 12/22/2000]
David Goodlad  3Æí¿¡¼­´Â, ¾ð¾îÀÇ ½ÇÇà ÄÁÆ®·ÑÀ» À§ÇÑ ±¸Á¶ (¿¹¸¦µé¸é if... then... else, for loop) »Ó¸¸ ¾Æ´Ï¶ó º¯¼ö¸¦ ´õÇÏ´Â ¹æ¹ý¿¡ ´ëÇÏ¿© ¼³¸íÇÕ´Ï´Ù.
 
Simple DirectMedia Layer = SDL
ÁÖÁ¦ ÀúÀÚ ¼³¸í
Win32¸¦ ÀÌ¿ëÇÑ °£´ÜÇÑ ´ÙÀÌ·ºÆ® ¹Ìµð¾î ·¹À̾î(Simple DirectMedia Layer = SDL), 1Æí : SDLÀ» ÀÌ¿ëÇÑ ½Ã½ºÅÛ ¼¼ÆÃ
[Added: 12/4/2001]
Ernest Pazera  SDLÀ» »ç¿ëÇÏ´Â °³¹ß ½Ã½ºÅÛÀ» ±¸ÃàÇÒ ¶§ »ý°¢ÇØ¾ß ÇÏ´Â ¹®Á¦µé¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
Win32¸¦ ÀÌ¿ëÇÑ °£´ÜÇÑ ´ÙÀÌ·ºÆ® ¹Ìµð¾î ·¹À̾î, (Simple DirectMedia Layer = SDL) 2Æí : SDL ºñµð¿À
[Added: 12/17/2001]
Ernest Pazera  2Æí¿¡¼­´Â, SDLÀÇ ºñµð¿À ÄÄÆ÷³ÍÆ®¿¡ ´ëÇÏ¿© ´Ù·ì´Ï´Ù.
 
¼Ò½º ÄÚµå
ÁÖÁ¦ ÀúÀÚ ¼³¸í
abermud
[Added: 2/22/2002]
  Source code to a MUD. (151K zip) 
Abuse
[Added: 2/22/2002]
  The very popular Abuse, by Crack-dot-com. (2482K zip) 
µð¼¾Æ® I (Decent I)
[Added: 2/22/2002]
  Slightly limited source to Descent I. (1475K self-extracting zip) 
µÒ(DOOM)
[Added: 2/22/2002]
John Carmack  DOOM. 'Nuff said. (335K zip) 
Freespace 2
[Added: 4/29/2002]
Volition  The Freespace 2 source code from Volition (2.65 mb). 
Golgotha
[Added: 2/22/2002]
  The late Crack-dot-com's Golgotha engine. Warning, this is huge. (33,996K zip) 
ÄùÀÌÅ© 1 (Quake 1)1
[Added: 2/22/2002]
John Carmack  The original Quake. (3.06MB zip) 
ÄùÀÌÅ© 2 (Quake 2)
[Added: 2/22/2002]
John Carmack  Yes, this is the actual source code. (1.41 MB zip) 
¿ïÆæ½´Å¸ÀÎ 3D (Wolfenstein 3D)
[Added: 2/22/2002]
John Carmack  The timeless 3D FPS, Wolfenstein 3D, from id. (564K zip) 
Zork
[Added: 2/22/2002]
  The text adventure game to end all text adventure games. (302K zip)  
 
¸µÅ© ¼³¸í: = HTML ¿©±â¿¡ ÀÖ´Â HTML¹®¼­  , = ´Ù¸¥ Àå¼Ò¿¡ ÀÖ´Â HTML¹®¼­  = ´Ù¸¥ ȨÆäÀÌÁö  = ¾Æµµºñ ¾ÆÅ©·Îºª ¹®¼­ = ZipÆÄÀÏ  = ¿öµå¹®¼­ ¶Ç´Â ÅØ½ºÆ® ¹®¼­