In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler **GPU** (**G**raphics **P**rocessing **U**nit) and I will show you how you can take advantage of the many **CUDA** (**C**ompute **U**nified **D**evice **A**rchitecture) cores in the **GPU** to create massively parallel programs.

# Tag Archives: introduction

# Introduction to Unity 3.5

# Introduction to XNA Game Studio

This article will step you through the process of getting started with XNA. I will show how to setup a new project using XNA Game Studio. This article is the basis for the following articles regarding XNA development.

# Projected Shadow Mapping with Cg and OpenGL

In this article, I will show how to implement projective shadow mapping in OpenGL using Cg shaders.

The basis of this post comes from the article titled [Transformation and Lighting in Cg]. I will assume the reader has a basic understanding of OpenGL and already knows how to setup an application that uses OpenGL. If you require a refresher on setting up an application using OpenGL, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers].

I will take advantage of a few OpenGL extensions such as GL_ARB_framebuffer_object to create a offscreen framebuffer to render to and and GL_ARB_texture_border_clamp for clamping to the border color of the projective textures.

# Introduction to OpenGL for Game Programmers

In this article I will demonstrate a basic introduction in OpenGL. It will be in tutorial format that the reader can follow along on their own. The final result should be a working template that can be used to create your own projects using OpenGL.

# 3D Math Primer for Game Programmers (Coordinate Systems)

In this article, I would like to provide a brief math primer for people who would like to get involved in game programming. This is not an exhaustive explanation of all the math theory that one will have to know in order to be a successful game programmer, but it’s the very minimum amount of information that is necessary to know before you can begin as a game programmer.

This article assumes you have a minimum understanding vectors, and matrices. I will simply show applications of vectors and matrices and how they apply to game programming.