This section of the archives stores flipcode's collection of featured articles and columns.

Reflections and Refraction in Raytracing

Bram de Greve
10-14-2004

Creating a Scalable Console System with STL

Facundo Matias Carreiro
10-08-2004

Accelerated Stencil Shadow Extrusion via Vertex Blending

Christian Schüler
11-11-2003

Light Mapping - Theory and Implementation

Keshav Channa
07-21-2003

Fast Approximate Distance Functions

Rafael Baptista
06-27-2003

Managing Unit Actions

Marcin Citowicki
04-14-2003

Frustum Culling

Dion Picco
04-01-2003

An Exceptional Model

Patrick Kooman
02-10-2003

SkinnedMesh DPlay Maze

Phil Taylor
01-17-2003

Modular D3D SkinnedMesh

Phil Taylor
01-16-2003

Pixel Shader 2.0 Example

Ben Landon
01-07-2003

C++ Coding Style

Albert Sandberg
01-01-2003

Simple Terrain Occlusion Culling

Dion Picco
12-10-2002

CVS Quick Start Guide

Albert Sandberg
11-26-2002

Adding Plug-ins To Your Application

Garret Foster
11-23-2002

Five Ways I Improved My Coding Workflow

Morgan McGuire
10-10-2002

ATI Mojo Day 2002: San Francisco

Max McGuire
10-01-2002

Billboarding

Tomas Akenine-Möller and Eric Haines
09-16-2002

Building A Game On Your Own

Nate Miller
06-20-2002

Object Outlining

Max McGuire
05-06-2002

Win32 Window Skinning

Vander Nunes
03-05-2002

Interfacing Visual Basic And C++

Nicholas Skapura
03-04-2002

Strayfire: Writing A "Simple" Game

Kurt Miller
01-14-2002

Game Institute Review

Alex Tchernychov
01-09-2002

Modeling a Simple Spaceship

Max Shelekhov
11-16-2001

Geometry Skinning / Blending and Vertex Lighting

Keshav B. Channa
09-21-2001

NURBS Curves & Surfaces

Vincent Prat
09-05-2001

A Small, Portable 3D Engine

Richard Garand
08-21-2001

Being A Better Programmer

Danny Burbol
08-06-2001

ROAM Implementation Optimizations

Yordan Gyurchev
07-24-2001

Advanced 2D Graphics With DirectX8

Brand Gamblin
07-10-2001

A 2D Guide To DirectX 8 Graphics

Jay Watkins
06-13-2001

Generating Terrain Textures

Yordan Gyurchev
05-31-2001

Terrain Texture Generation

Tobias Franke
04-30-2001

Polygon Tessellation In OpenGL

Martin Estevao
04-04-2001

Faster Vector Math Using Templates

Tomas Arce
03-22-2001

Advanced Lightmapping

Luke Hodorowicz
03-12-2001

Elements Of A Game Engine

Luke Hodorowicz
03-05-2001

Faster File Access With File Mapping

Hernán Moraldo
01-31-2001

Generating Names Phonetically

Jim Adam
12-12-2000

Getting Inside With Inner Classes

Saad Faisal
12-11-2000

Fast Terrain Rendering Using Geometrical MipMapping

Willem H. de Boer
10-31-2000

Coding Bloom Filters

Mark Fischer
09-11-2000

Decals Explained

Nate Miller
08-29-2000

C++ Exception Handling

Denton Woods
08-08-2000

The Half-Edge Data Structure

Max McGuire
08-07-2000

Reducing Dependencies In C++

Gaz Iqbal
08-01-2000

Using Inheritance And Virtual Functions

Alex Tchernychov
07-13-2000

Console Variables And Commands

Gaz Iqbal
07-11-2000

Doing Your Own Lighting

Sam Barham
07-10-2000

Introduction To Plücker Coordinates

Thouis Jones
06-23-2000

Quake 2 BSP File Format

Max McGuire
06-07-2000

How To Find Memory Leaks

Dion Picco
05-23-2000

BeOS Programming For The Beginner

John Kenneth Grytten
04-13-2000

Advanced OpenGL Texture Mapping

Nate Miller
04-03-2000

Basic Collision Detection

Kurt Miller
01-21-2000

Level Editing

Luke Hodorowicz
09-27-1999

Sky Domes

Tim Smith
09-20-1999

Back Projections

Eugene Eisenstein
09-16-1999

8-bit Rendering With Translucency Maps

Justin Wilder
08-21-1999

Lightmaps (Static Shadowmaps)

Kurt Miller
08-16-1999

Improving Software Performance

Tim Smith
07-26-1999

Omnidirection Point Lights

Tim Smith
06-29-1999

Thoughts On Visibility Determination

Jacco Bikker
06-16-1999

Advanced Management Of Polygonal Data

Jacco Bikker
04-16-1999

Introduction To Octrees

Jaap Suter
04-13-1999

Mesh Optimization Via Face Merging

Tim Smith
04-08-1999

Real-time Object Morphing

Jeroen Bouwens
03-28-1999

Vertex Normals

Kurt Miller
03-10-1999

Adding Extreme Detail To Polygons

Jacco Bikker
03-05-1999

Casting Shadows

Jacco Bikker
03-03-1999

Voxel Polygons

Jacco Bikker
02-19-1999

Mip-Mapping (Including Bi-Directional)

Jacco Bikker
01-13-1999

Dynamic Lighting In 3D Scenes

Jacco Bikker
01-13-1999

Real-time 3D Bumpmapping

Jacco Bikker
01-13-1999

Real-time 3D Clipping (Sutherland-Hodgeman)

Jacco Bikker
01-13-1999

The Coverage Buffer (C-Buffer)

Jacco Bikker
01-13-1999

Bilinear Filtering (Interpolation)

Jacco Bikker
01-13-1999

Method for Curved Surfaces

Jacco Bikker
01-13-1999

Creating And Using DLLs

Kurt Miller
01-09-1999

Working With Menus And Dialog Boxes

Kurt Miller
12-23-1998

Introduction To Basic Multithreaded Programming

Viasil
12-20-1998

Introduction To Windows Programming

Kurt Miller
12-12-1998

Featured Article Series & Columns:

Raytracing Topics & Techniques by Jacco Bikker

Raytracing Topics & Techniques - Part 7: Kd-Trees and More Speed

11-23-2004

Raytracing Topics & Techniques - Part 6: Textures, Cameras and Speed

11-10-2004

Raytracing Topics & Techniques - Part 5: Soft Shadows

11-05-2004

Raytracing Topics & Techniques - Part 4: Spatial Subdivisions

10-26-2004

Raytracing Topics & Techniques - Part 3: Refractions and Beer's Law

10-13-2004

Raytracing Topics & Techniques - Part 2 - Phong, Mirrors and Shadows

10-06-2004

Raytracing Topics & Techniques - Part 1 - Introduction

09-29-2004

3D Graphics on Mobile Devices by Jacco Bikker

3D Graphics on Mobile Devices - Part 4: Polygon Rasterization

09-03-2003

3D Graphics on Mobile Devices - Part 3: Polygon Graphics

08-24-2003

3D Graphics on Mobile Devices - Part 2: Fixed Point Math

08-16-2003

3D Graphics on Mobile Devices - Part 1: Voxel Graphics

08-08-2003

3D Geometry Primer: Chapter 2 by Bram de Greve

3D Geometry Primer: Chapter 2 - Issue 04 - Cartesian Equations and Normal Vectors

10-01-2002

3D Geometry Primer: Chapter 2 - Issue 03 - Planes and Parametric Equations

09-13-2002

3D Geometry Primer: Chapter 2 - Issue 02 - Appendix

09-03-2002

3D Geometry Primer: Chapter 2 - Issue 02 - More About Lines

09-03-2002

3D Geometry Primer: Chapter 2 - Issue 01 - Appendix

08-26-2002

3D Geometry Primer: Chapter 2 - Issue 01 - Points And Lines

08-26-2002

Plücker Coordinates for the Rest of Us by Lionel Brits

Plücker Coordinates for the Rest of Us - Part 4 - Applications

11-15-2001

Plücker Coordinates for the Rest of Us - Part 3

11-15-2001

Plücker Coordinates for the Rest of Us - Part 2

11-15-2001

Plücker Coordinates for the Rest of Us - Part 1

11-15-2001

Programming a Virtual File System by Michael Walter

Programming a Virtual File System - Part III

10-29-2001

Programming a Virtual File System - Part II

08-22-2001

Programming a Virtual File System - Part I

07-05-2001

Too Fast To Be Fun by Jacco Bikker

Too Fast To Be Fun - Part 2 - PDA Programming

02-08-2001

Too Fast To Be Fun - Part 1

01-22-2001

Advanced String Techniques in C++ by Fredrik Andersson

Advanced String Techniques in C++ - Part II: A Complete String Class

09-08-2000

Advanced String Techniques in C++ - Part I: Unicode

08-28-2000

3D Geometry Primer: Chapter 1 by Bram de Greve

3D Geometry Primer: Chapter 1 - Issue 10 - Addendum: What I Didn't Tell You (Yet)

10-16-2000

3D Geometry Primer: Chapter 1 - Issue 09 - Barycentric Combinations

10-09-2000

3D Geometry Primer: Chapter 1 - Issue 08 - Point Arithmetic

10-02-2000

3D Geometry Primer: Chapter 1 - Issue 07 - From Vectors To Points

09-25-2000

3D Geometry Primer: Chapter 1 - Issue 06 - New Light On Vector Arithmetic

09-18-2000

3D Geometry Primer: Chapter 1 - Issue 05 - 3D Space: Righthanded Rules, And More...

09-11-2000

3D Geometry Primer: Chapter 1 - Issue 04 - Vector Bases

09-04-2000

3D Geometry Primer: Chapter 1 - Issue 03 - More On Vector Arithmetic

08-28-2000

3D Geometry Primer: Chapter 1 - Issue 02 - Vector Arithmetic

08-21-2000

3D Geometry Primer: Chapter 1 - Issue 01 - Introduction To Vectors

08-14-2000

3D Geometry Primer: Chapter 1 - Appendix

08-14-2000

3D Geometry Primer: Chapter 1 - Introduction

08-14-2000

DirectShow For Media Playback In Windows by Chris Thompson

DirectShow For Media Playback In Windows - Part III: Customizing Graphs

09-13-2000

DirectShow For Media Playback In Windows - Part II: DirectShow In C++

08-12-2000

DirectShow For Media Playback In Windows - Part I: Basics

07-28-2000

Theory & Practice by Greg Magarshak

Theory & Practice - Issue 06 - Event Handling Model

09-11-2000

Theory & Practice - Issue 05 - Landscapes

07-05-2000

Theory & Practice - Issue 04 - Curved Surfaces, Part II

06-07-2000

Theory & Practice - Issue 03 - Curved Surfaces

05-31-2000

Theory & Practice - Issue 02 - Collision Detection - Part 2

05-24-2000

Theory & Practice - Issue 01 - Collision Detection

05-17-2000

Theory & Practice - Issue 00 - Introduction

05-17-2000

Dirtypunk's Column by Conor Stokes

Dirtypunk's Column - Issue 05 - AABB Trees - Back To Playing With Blocks

03-19-2002

Dirtypunk's Column - Issue 04 - View Independent Progressive Meshes

08-08-2000

Dirtypunk's Column - Issue 03 - Visibility Theory

04-05-2000

Dirtypunk's Column - Issue 02 - Line Dualities: Plucker Space And You

03-16-2000

Dirtypunk's Column - Issue 01 - Hardware Rendering Optimizations

03-07-2000

Multithreading by Dan Royer

Multithreading - Part 2

02-28-2000

Multithreading - Part 1

02-21-2000

Realtime Voxel Landscape Engines by Alex Champandard

Realtime Voxel Landscape Engines - Part 8 - Final Words

02-21-2000

Realtime Voxel Landscape Engines - Part 7 - The Engine

02-21-2000

Realtime Voxel Landscape Engines - Part 6 - Hardware Acceleration

02-21-2000

Realtime Voxel Landscape Engines - Part 5 - Quality Improvement

02-21-2000

Realtime Voxel Landscape Engines - Part 4 - Level of Detail and Optimisation

02-21-2000

Realtime Voxel Landscape Engines - Part 3 - Texture and Lighting

02-21-2000

Realtime Voxel Landscape Engines - Part 2 - Rendering the Landscape's Structure

02-21-2000

Realtime Voxel Landscape Engines - Part 1 - Introduction

02-21-2000

Cool, It Works! by Warren Marshall

Cool, It Works! - Issue 05 - 32-Bit GL Textures & Log Files

11-09-1999

Cool, It Works! - Issue 04 - Handling Textures & Effects

10-06-1999

Cool, It Works! - Issue 03 - Files, Texture Effects, Coronas, & More

09-09-1999

Cool, It Works! - Issue 02 - Linked Lists, Overloading Operators, Sprites, & More

09-01-1999

Cool, It Works! - Issue 01 - Introduction

08-25-1999

The Art of Demomaking by Alex Champandard

The Art of Demomaking - Issue 16 - The Final Product

12-08-1999

The Art of Demomaking - Issue 15 - Music And Synchronization

11-29-1999

The Art of Demomaking - Issue 14 - Perspective Correct Texture Mapping

11-22-1999

The Art of Demomaking - Issue 13 - Polygon Engines

11-15-1999

The Art of Demomaking - Issue 12 - Span Based Rendering

11-08-1999

The Art of Demomaking - Issue 11 - Particle Systems

11-01-1999

The Art of Demomaking - Issue 10 - Roto-Zooming

10-25-1999

The Art of Demomaking - Issue 09 - Static Texture Mapping

10-18-1999

The Art of Demomaking - Issue 08 - Fractal Zooming

10-11-1999

The Art of Demomaking - Issue 07 - Bump Mapping

10-04-1999

The Art of Demomaking - Issue 06 - Bitmap Distortion

09-27-1999

The Art of Demomaking - Issue 05 - Filters

09-20-1999

The Art of Demomaking - Issue 04 - Per Pixel Control

09-13-1999

The Art of Demomaking - Issue 03 - Timer Related Issues

09-06-1999

The Art of Demomaking - Issue 02 - Introduction To Computer Graphics

08-30-1999

The Art of Demomaking - Issue 01 - Prologue

08-23-1999

Network Game Programming by Dan Royer

Network Game Programming - Issue 07 - I bent my Wookie...

08-25-1999

Network Game Programming - Issue 06 - Talk about things you like to do...

08-05-1999

Network Game Programming - Issue 05 - Watch your Language

07-28-1999

Network Game Programming - Issue 04 - cServer? I barely know her!

07-14-1999

Network Game Programming - Issue 03 - cClient. cClient run

07-07-1999

Network Game Programming - Issue 02 - cComm one, cComm all

06-23-1999

Network Game Programming - Issue 01 - Things that make you go "hmm..."

06-16-1999

Radiosity In English by Paul Nettle

Radiosity In English - Form Factor Calculation

06-03-1999

Radiosity In English - The Basics

05-20-1999

Implementing A Scripting Engine by Jan Niestadt

Implementing A Scripting Engine - Part 9 - Advanced Subjects

08-12-1999

Implementing A Scripting Engine - Part 8 - Executable Code

07-30-1999

Implementing A Scripting Engine - Part 7 - The Virtual Machine

07-09-1999

Implementing A Scripting Engine - Part 6 - Optimization

06-25-1999

Implementing A Scripting Engine - Part 5 - The Semantic Checker & Intermediate Code Generator

06-08-1999

Implementing A Scripting Engine - Part 4 - The Symbol Table & Syntax Tree

05-28-1999

Implementing A Scripting Engine - Part 3 - The Parser

05-21-1999

Implementing A Scripting Engine - Part 2 - The Lexical Analyzer

05-14-1999

Implementing A Scripting Engine - Part 1 - Overview

05-07-1999

Harmless Algorithms by Edward Kmett

Harmless Algorithms - Issue 04 - A Hybrid Approach to Visibility

02-19-2001

Harmless Algorithms - Issue 03 - Design Patterns And 3D Gaming

01-26-2000

Harmless Algorithms - Issue 02 - Scene Traversal Algorithms

04-30-1999

Harmless Algorithms - Issue 01 - Fine Occlusion Culling Algorithms

04-09-1999

Building a 3D Portal Engine by Jacco Bikker

Building a 3D Portal Engine - Issue 17 - End Of Transmission

04-23-1999

Building a 3D Portal Engine - Issue 16 - More On Portals

04-16-1999

Building a 3D Portal Engine - Issue 15 - Space Partitioning, Octrees, And BSPs

04-09-1999

Building a 3D Portal Engine - Issue 14 - 3D Engine Architecture

04-02-1999

Building a 3D Portal Engine - Issue 13 - More Portal Features

03-26-1999

Building a 3D Portal Engine - Issue 12 - Collision Detection (Guest Writer)

03-19-1999

Building a 3D Portal Engine - Issue 11 - 3D Portal Rendering

03-12-1999

Building a 3D Portal Engine - Issue 10 - Intermezzo - 8/15/16/32 Bit Color Mixing

03-05-1999

Building a 3D Portal Engine - Issue 09 - 2D Portal Rendering

02-26-1999

Building a 3D Portal Engine - Issue 08 - Polygon Filling

02-19-1999

Building a 3D Portal Engine - Issue 07 - 2D & 3D Clipping: Sutherland-Hodgeman

02-12-1999

Building a 3D Portal Engine - Issue 06 - Hidden Surface Removal

02-05-1999

Building a 3D Portal Engine - Issue 05 - Coding A Wireframe Cube

01-29-1999

Building a 3D Portal Engine - Issue 04 - Data Structures For 3D Graphics

01-22-1999

Building a 3D Portal Engine - Issue 03 - 3D Matrix Math

01-15-1999

Building a 3D Portal Engine - Issue 02 - Graphics Output Under Windows

01-08-1999

Building a 3D Portal Engine - Issue 01 - Introduction

01-01-1999

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