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Sean McAllister

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Tag: Programming

SeanOctober 13, 2015February 4, 2017Games Studio 3Leave a comment

Raytracer Optimisations using Bounding Volume Hierarchy

The general concept of a Bounding Volume Hierarchy (BVH) is to group or partition the space used by objects within it and wrap them up in a bounding box.  The space is partitioned multiple times until each object in the scene has its own bounding box.

SeanOctober 11, 2015February 4, 2017Games Studio 3Leave a comment

Drawing all over the network

Over the past three weeks in Studio 3 we have been working on a collaborative art project.  This facilitated us to learn how to implement a UDP socket client to communicate with a supplied server application.  

Recent Posts

  • Spring Game Development Wrap Up
  • Raytracer Optimisations using Bounding Volume Hierarchy
  • Drawing all over the network

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