- This is a detailed, but for sure still incomplete, list of web references that I used to implement certain engine features
- http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf
- http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
- http://db-in.com/blog/2011/04/cameras-on-opengl-es-2-x/
- http://devcry.heiho.net/html/2015/20150517-libpng.html
- http://fabiensanglard.net/lightScattering/index.php
- http://fabiensanglard.net/shadowmapping/index.php
- http://filmicworlds.com/blog/filmic-tonemapping-operators/
- http://learnwebgl.brown37.net/10_surface_properties/texture_mapping_transforms.html
- http://stackoverflow.com/questions/11365399/opengl-shader-a-spotlight-and-a-directional-light?answertab=active#tab-top
- http://stackoverflow.com/questions/7123490/how-compiler-is-converting-integer-to-string-and-vice-versa
- http://stackoverflow.com/questions/7692988/opengl-math-projecting-screen-space-to-world-space-coords-solved
- http://theorangeduck.com/page/pure-depth-ssao
- http://www.ambrsoft.com/TrigoCalc/Plan3D/PointsCoplanar.htm
- http://www.crownandcutlass.com/features/technicaldetails/frustum.html
- http://www.felixgers.de/teaching/jogl/vertexBufferObject.html
- http://www.gamedev.net/topic/552906-closest-point-on-triangle/
- http://www.gamedev.net/topic/567310-platform-game-collision-detection/
- http://www.songho.ca/opengl/gl_matrix.html
- http://www.songho.ca/opengl/gl_transform.html
- http://www.wazim.com/Collada_Tutorial_1.htm
- http://www.zedwood.com/article/cpp-utf8-char-to-codepoint
- https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/
- https://asmaloney.com/2017/08/code/crash-reporting-for-mingw-32-windows-and-clang-macos-with-qt/
- https://en.cppreference.com/w/cpp/language/operator_precedence
- https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
- https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
- https://en.wikipedia.org/wiki/Rotation_matrix
- https://forum.unity.com/threads/how-do-i-find-the-closest-point-on-a-line.340058/
- https://gamedevelopment.tutsplus.com/articles/use-tri-planar-texture-mapping-for-better-terrain--gamedev-13821
- https://gist.github.com/Youka/4153f12cf2e17a77314c
- https://gist.github.com/niw/5963798
- https://github.com/KhronosGroup/Vulkan-Docs/wiki/Synchronization-Examples
- https://github.com/KhronosGroup/Vulkan-Samples/blob/master/samples/performance/texture_compression_basisu/texture_compression_basisu.cpp
- https://github.com/KhronosGroup/glTF-WebGL-PBR/
- https://github.com/KhronosGroup/glTF-WebGL-PBR/#environment-maps
- https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md#inner-and-outer-cone-angles
- https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual/README.md#range-property
- https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness/examples/convert-between-workflows/js/three.pbrUtilities.js#L34
- https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual
- https://github.com/Lexpartizan/Godot_4_sky_shader
- https://github.com/SaschaWillems/Vulkan
- https://github.com/SaschaWillems/Vulkan-glTF-PBR
- https://github.com/danielscherzer/NotepaddPP-glsl-integration.git
- https://github.com/diharaw/deferred-decals
- https://github.com/erich666/GraphicsGems/tree/master/gemsiv/euler_angle
- https://github.com/floooh/sokol/blob/master/sokol_app.h
- https://github.com/glfw/glfw/blob/master/tests/vulkan.c
- https://github.com/richgel999/bc7enc_rdo
- https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing(specularg)
- https://howtorts.github.io/2014/01/04/basic-flow-fields.html
- https://hub.jmonkeyengine.org/t/depth-only-ssao/37749
- https://www.internalpointers.com/post/writing-custom-iterators-modern-cpp
- https://jayconrod.com/posts/34/water-simulation-in-glsl
- https://jogamp.org/joal-demos/www/
- https://jogamp.org/wiki/index.php/Jogl_Tutorial
- https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
- https://learnopengl.com/Advanced-Lighting/Deferred-Shading
- https://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/
- https://math.stackexchange.com/questions/2975109/how-to-convert-euler-angles-to-quaternions-and-get-the-same-euler-angles-back-fr
- https://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
- https://stackoverflow.com/questions/12280472/stackwalk64-does-not-work-with-release-build
- https://stackoverflow.com/questions/12748103/how-to-change-freeglut-main-window-icon-in-c
- https://stackoverflow.com/questions/14370636/sorting-a-list-of-3d-coplanar-points-to-be-clockwise-or-counterclockwise
- https://stackoverflow.com/questions/15370033/how-to-use-inet-pton-with-the-mingw-compiler
- https://stackoverflow.com/questions/154536/encode-decode-urls-in-c
- https://stackoverflow.com/questions/180947/base64-decode-snippet-in-c/34571089#34571089
- https://stackoverflow.com/questions/20834838/using-tuple-in-unordered-map
- https://stackoverflow.com/questions/34963738/c11-get-current-date-and-time-as-string
- https://stackoverflow.com/questions/42883404/vulkan-depth-buffer-position-reconstruction
- https://stackoverflow.com/questions/478898/how-to-execute-a-command-and-get-output-of-command-within-c-using-posix
- https://stackoverflow.com/questions/496664/c-dynamic-shared-library-on-linux
- https://stackoverflow.com/questions/7885203/opengl-alpha-blending
- https://stackoverflow.com/questions/8696653/dynamically-load-a-function-from-a-dll
- https://twvideo01.ubm-us.net/o1/vault/gdc2018/presentations/Sobek_Martin_Real-time_Reflections_in_MafiaIII.pdf
- https://vkguide.dev/docs/chapter-4/storage_buffers/
- https://vulkan-tutorial.com
- https://www.youtube.com/channel/UCxHAlbZQNFU2LgEtiqd2Maw
- https://www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/i3dg2001.pdf
- https://www.cs.virginia.edu/~jdl/bib/appearance/analytic%20models/schlick94b.pdf
- https://www.gamedev.net/forums/topic/478943-stackwalk64-and-x86/
- https://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
- https://www.reddit.com/r/vulkan/comments/4u7z7w/multiple_vkdescriptorsetlayouts_in_the/d5nkyht/
- https://www.zlib.net/zpipe.c
- TDME2 Philosophy, see README-Philosophy.md
- TDME2 Engine, see README.md
- TDME2 Editor, see README-Editor.md
- TDME2 How to build, see README-BuildingHowTo.md
- TDME2 Screenshots, see README-Screenshots.md
- The Mindty Kollektiv Discord Server