# Introduction to DirectX 11

DirectX

In this article, I will introduce the reader to DirectX 11. We will create a simple demo application that can be used to create more complex DirectX examples and demos. After reading this article, you should be able to create a DirectX application and render geometry using a simple vertex shader and pixel shader.

# Introduction to CUDA 5.0

CUDA 5

In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler GPU (Graphics Processing Unit) and I will show you how you can take advantage of the many CUDA (Compute Unified Device Architecture) cores in the GPU to create massively parallel programs.

# Scripting in Unity

Unity – Scripting

In this article, I will introduce you to scripting in Unity 3.5. Unity is a powerful game editor that only limits you to what you can imagine. Scripting is where the magic happens which will bring your games to life. I assume the reader is familiar the Unity interface, if not you can refer to my previous article titled Introduction to Unity (http://3dgep.com/?p=3246).

# Introduction to Unity 3.5

Unity

In this article, I will introduce you to the Unity game editor. Unity is a tool for creating and deploying games to PC, consoles, web and mobile devices. In this post, I will go through the steps to get Unity installed on your computer and I will introduce you to the basic features of Unity. Unity makes it easy for anyone to get started making games. You will not need any previous game development experience to follow these articles but by the end, you will be prepared to start making your own games like a professional!

# Understanding Quaternions

Understanding Quaternions

In this article I will attempt to explain the concept of Quaternions in an easy to understand way. I will explain how you might visualize a Quaternion as well as explain the different operations that can be applied to quaternions. I will also compare applications of matrices, euler angles, and quaternions and try to explain when you would want to use quaterions instead of Euler angles or matrices and when you would not.

# Transformation and Lighting in Cg 3.1

Lighting with Cg 3.1

In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. If you are unfamiliar with using Cg in your own applications, then please refer to my previous article titled Introduction to Shader Programming with Cg 3.1.

# Introduction to Shader Programming with Cg 3.1

NVIDIA Cg

In this article I will introduce the reader to shader programming using the Cg shader programming language. I will use OpenGL graphics API to communicate with the Cg shaders. This article does not explain how use OpenGL. If you require an introduction to OpenGL, you can follow my previous article titled Introduction to OpenGL.

# OpenGL Extensions

OpenGL Extensions

In this article I will talk about OpenGL extensions. Every extension is defined by an extension specification. I will explain how to read the extension specification so that you will know how to use the extensions. I will also show how you can check for the existence of extensions and how to initialize extensions in your own source code. I will show how you can use GLEW to query and use extensions with very little extra effort.
I assume the reader is familiar with the C++ programming language. If you want to know how to start programming in OpenGL, refer to my previous article titled Introduction to OpenGL.

# Texturing and Lighting in OpenGL

Texturing and Lighting

In this article, I will demonstrate how to apply 2D textures to your 3D models. I will also show how to define lights in your scene that are used to illuminate the objects in your scene.
I assume that the reader has a basic knowledge of C++ and how to create and compile C++ programs. If you have never created an OpenGL program, then I suggest that you read my previous article titled “Introduction to OpenGLhere before continuing with this article.

# Rendering Primitives with OpenGL

Rendering Primitives

In this article, I will examine multiple methods for rendering primitives in OpenGL. The first method I will look at is using immediate-mode rendering to render simple primitives in 3D. Another method of rending primitives in OpenGL uses vertex arrays. And finally I will also examine the use of display lists to generate a set of render calls that can be executed at another point in time. The reader is expected to have a basic understanding of programming techniques in C++. If you want to know how you can get started with OpenGL, you can refer to my previous article titled [Introduction to OpenGL].