List items
The list shows all the resources in the database.
Resources
.werkkzeug 3 TE (texture edition)
1 T 3
3D Cafe
3D Sound with DirectX Audio
4GuysFromRolla.com
7-Zip
A Fast and Robust GJK Implementation for Collision Detection of Convex Objects
A garbage collector for C and C++
A Heightfield on an Isometric Grid
A Linear Algebra Course
A Linear Algebraic Approach to Quaternions
A Practical Analytic Model for Daylight
A Procedural Approach to Authoring Solid Models
A Real-Time Procedural Universe, Part 1: Generating Planetary Bodies
A Real-Time Procedural Universe, Part 2: Rendering Planetary Bodies
A Real-Time Procedural Universe, Part 3: Matters of Scale
A Simple Fluid Solver based on the FFT
A simple window application
A Simple, Efficient Method for Realistic Animation of Clouds
A standard for Robot Exclusion
A unified framework for rigid body dynamics
A* algorithm tutorial
Absolute Cross' Photoshop Tutorials
Abuse Issues and IP Addresses
Accurate Garbage Collection in an Uncooperative Environment
Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics
Ad-Aware SE Personal
Adobe Photoshop
Adobe Reader
Adobe Studio Exchange
Advanced Character Physics
Advanced lighting and shading with Direct3D 9
Advanced Shader Programming: Diffuse & Specular Lighting
Advanced Stencil Shadow and Penumbral Wedge Rendering
Agner Fog's home page
AI for Tactical Grenade Handling
AI Madness: Using AI to Bring Open-City Racing to Life
AI-Depot
AiGameDev.com - Game AI for Developers
Ambient Occlusive Crease Shading
AMD
AMD Athlon Processor x86 Code Optimization Guide
AMD Processor Recognition Application Note
Amit's Game Programming Information
Amit's Thoughts on Path-Finding
An Architect's Perspective On Level Design Pre-Production
An Efficient Collision Detection Algorithm for Polytopes in Virtual Environment
An exceptional quest
An In-Depth Look into the Win32 Portable Executable File Format
An Introduction to Digital Image Processing
An Introduction to Hash Tables with Chaining
An Introduction to Lua
An introduction to Microsoft's four .NET programming languages
An Investigation Into Lighting in Computer Graphics
An Investigation into Real-time 3D Polygon Rendering using BSP Trees
An optimal pathfinder for vehicles in real-world digital terrain maps
An Overview of Shareware Registration Services
AngelCode
AngelScript
Anim8or
Animating a walk cycle
Animation Blending: Achieving Inverse Kinematics and More
animation101: A Simple Method for creating Walk Cycles
Another Take on Game Piracy
Anti-aliasing and Continuity with Trapezoidal Shadow Maps
AntiVir Personal Edition Classic
API Hooking Revealed
Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges
Approximating Refraction
Aqua Data Studio
Araxis Merge
Archade Games
ArgoUML
Art Beats
Art of Foley
Art of Illusion
Art Technique at Epilogue.net
ArtRage 2
AspEmail
ASPFAQs.com
aspSmartUpload
AssistCG
ATI Developer Relations
ATL COM and ADO
Audacity
Balanced binary search tree with a doubly linked list in C++
BananaWeb hosting
Basic CG Painting Tutorial
Batch File Help
Batch, batch, batch: What does it really mean?
Beginner's Tutorial: COM/ATL Simple Project
Bézier Triangles and N-Patches
Binary search tree applet
Binary Space Partitioning Trees (broken - 10/1/2001)
Binary Triangle Trees and Terrain Tessellation
Binary-compatible C++ Interfaces
BioMotionLab
BIOS Update per bootable USB-Stick
Bitmap Font Generator
BitPlane
Bitwise Operator: The Plain Truth About Piracy
Blender 3D
Boost C++ Libraries
Bootdisk.com
BRDF-based Lighting
BSP Tree Algorithm in 3 Dimensions
BSP Tree FAQ
BSP Tree Thesis
Building a Million-Particle System
Building a ScreenMate with MFC
Building an Advanced Particle System
Building an AI Sensory System: Examining The Design of Thief: The Dark Project
Building Emotion: The basics of the eyes
Bullet Physics Library
Bytten
C# Home
C# Script (missing puzzle piece)
C++ debugging
C++ Home
C++ Templates Tutorial
Callback Implementations in C++ (broken - 12/6/2002)
Calling a DLL Function
Calling conventions for different C++ compilers and operating systems
Calling conventions on the x86 platform
CAsyncSocketEx - Replacement for CAsyncSocket with proxy and SSL support
Cells and Portals (broken - 12/26/2001)
CFXweb
CGTextures
Chad Vernon's Tutorials
Character Animation: Skeletons and Inverse Kinematics
Cheetah3D
Chris Worth Productions
Ciashop
ClamXav
Cloth Simulation
Cloud tutorial
Code::Blocks
CodeGuru
CodeSampler
Coding - 3D Engine
Collada
Collision detection & Response
Collision Detection and Response
Collision Detection Using Ellipsoids
Collision detection with swept spheres and ellipsoids
COM, all you need to know to get started
Comp.Graphics.Algorithms FAQ
Compiler Construction: A Practical Approach
Complex Matrix Transformations
Component-based Polygonal Approximation of Soft Objects
Computer Simulations in Physics
Constructor Failures
Continuous LOD Terrain Meshing Using Adaptive Quadtrees
Copyrights Basics
Coupling a window handle with a data object
CPUID for x64 Platforms and Microsoft Visual Studio* .NET 2005
Craig W. Reynolds homepage
Creating a 4k Windows intro
Creating a Win32 Window Wrapper Class
Creating a Windows NT/2000/XP Service
Creating Fire in a Particle Editor
Cryptography
Cryptography A-Z
Crystal Space
CS Girl Tutorial
Cubix Studio
Curved PN Triangles (broken - 7/6/2003)
Customization in games
D Programming Language
D3DX Meshes
Dave Perry's Game Industry Map
DDS File Reference
Dead-Links.com
DebugView
Decane Music Packs
Decoupling the mouse pointer update from the frame rate
Deep Water Animation and Rendering
Deferred Lighting
Deferred Rendering in Leadwerks Engine
Delaunay Triangles
Delphi3D
Designing a PC Game Engine (broken - 12/26/2001)
Designing an Extensible Particle System Using C++ and Templates
devbump
Dev-C++
Developing Optimized Code with Microsoft Visual C++ 6.0
DevIL
Dexterity Software
Dhabih Eng's How do I draw
Diamond Basics
Difficulty in Dexterity-Based Platform Games
Direct Input: Converting Scan Codes To ASCII
Direct3D 7 IM Framework Programming
DirectX 8.0: Enhancing Real-Time Character Animation with Matrix Palette Skinning and Vertex Shaders
DirectX 8.1 SDK Documentation (broken - 9/22/2005)
DirectX Device Capabilities Database
DirectX SDK
Disable Reboot
Displacement subdivision surfaces
Distributing your games
DivX
DIY Games
DLL Class
DLLs for Beginners (broken - 10/15/2001)
dmoz - Open Directory Project
DNS Basics for IIS Administrators
DNS Resolver RFC 1035
DNS Stuff
Doin' a daily strip
Domain Tools
Dot Product Texture Blending and Per-Pixel Lighting
Doxygen
Dr. GUI and ATL
Dr. GUI and COM Automation
Dr. GUI on Components, COM, and ATL
DriverGuide.com
Drunken Hyena
dspGuru
Dundas' Upload
Dynamic Ambient Occlusion and Indirect Lighting
DynCall library
Ease Wrapper
Eclipse
Efeitos Visuais
Efficient Collision Detection for Animation and Robotics
Efficient Collision Detection of Complex Deformable Models using AABB Trees
Efficient use of Vertex Buffers
Emergent Intelligence
Evaluating Java for Game Development
EveryDNS.net
Exaflop
Exploring D3DX
Exploring Spring Model
Extended Tiny Encryption Algorithm
eyewoo.com Tutorials
Fake Phong Shading
FantasticArts.com
Fast BSP Tree Generation Using Binary Searches
Fast Fourier Transform (FFT)
Fast Fourier Transforms
Fast metaballs
Fast Polygonization of Implicit Surfaces
Fast Rendering of Subdivision Surfaces
Fast, Minimum Storage Ray-Triangle Intersection
Fast, Practical, and Robust Shadow Volumes
File-Extensions.org
FileZilla
Filter Forge
Finding Next Gen - CryEngine 2
FindSounds.com
Fixing Pathfinding Once and For All
FlipCode
Fluid Fire
fmod
Font Generation (broken - 3/17/2005)
FontFreak
Four Tricks for Fast Blurring in Software and Hardware
Fravia’s How to protect better
Free sky boxes
Free textures from Bug? Galore!
Free web hosting and isp guide
FreeImage
Freelance Games
FreeLists.org
Fresnel Reflection
Frustum Culling
FuBi: Automatic Function Exporting for Scripting and Networking
Gamasutra
Game Cheats and Cheat Prevention
Game Developers Conference
Game Development in C++
Game Development Tools
Game Download Registration Roadblocks
Game Physics: Fix Your Timestep
GameCore
GameDev.net
GameMonkey
Games-Match
GameTunnel
GameTutorials
Gaming Textures
Gaming with Least-Privileged User Accounts
Garage Games
Garbage Collection for Python
Garbage Collection in the Java HotSpot Virtual Machine
Gate9
GCC online documentation
GDB User Manual
General Purpose Call Stack Tracer
Generating Perlin Noise
Generation5
Generic Callbacks
Genetica Texture Packs
Geometry Algorithms
Geometry culling in 3D engines
GetRight
Getting Published
GIMP
Global Illumination Compendium
GLUT for Win32
gmax
GNU Lesser General Public License
GoldWave
Google
Google Chrome
Google SketchUp
Gorblimey tutorials
GPU Caps Viewer
GPU Gems
GPU Gems 2
GPU Gems 3
Graphics Programming Black Book
Graphviz
GRSites.com
GSView
Guard Band Clipping in Direct3D
Guru of the Week
Hardware Determined Edge Features
Hardware Shadow Mapping
Hey, That’s MY Game! Intellectual Property Protection for Video Games
Hidden Surface Removal
High Dynamic Range Rendering
High Performance Game Programming in C++
HijackThis
Hin Jang's GFX
Hooking the Keyboard
How a C++ compiler implements exception handling
How in the World Terrain Textures
How the FCUK does he do that?
How to Crack WEP
How to create a Non Blocking Server
How to draw manga
How To Find Memory Leaks
How to Hurt the Hackers: The Scoop on Internet Cheating and How You Can Combat It
How to optimize for the pentium processor
How to parse .X files
How to sculpt an Orc
How to use image based rendering in computer games (broken - 4/3/2003)
How to write a 32bit screen saver
HTTP Client Library
HTTP Tunneling
Hugues Hoppe's homepage
Humanoid Walk Cycle
Humus
iCE Tutorials
I-Collide: An Interactive and Exact Collision Detection System for Large-Scale Environments
ImgBurn
Implementing a Blackboard-like System for Squad-Level Combat AI
Implementing a Scripting Engine
Implementing Callback Functions
Implementing Curved Surface Geometry
Implementing Subdivision Surface Theory
Improved Alpha-Tested Magnification for Vector Textures and Special Effects
Improved Collision detection & Response
Improving Noise
Improving Player Choices
Incredibly Dense Meshes
Index to source code disks
indiesfx.co.uk
Infinity Textures
Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more
Inkscape
Inside Memory Management
Inside MoPaQ
Inside Windows Product Activation
InstallCreator
Instant Python
Instruction tables: Lists of instruction latencies, throughputs and micro-operation breakdowns for Intel and AMD CPU's
Integrating Realistic Soft Shadows into Your Game Engine
Intel Architecture Optimization Reference Manual
Intel Architecture Software Developer's Manual
Intel Pentium 4 Processor Optimization Reference Manual
Intel's developer site
Interactive Order-Independent Transparency
Interactive Skeleton-Driven Dynamic Deformations
Internet FAQ Consortium
Intersection of a Line and a Sphere (or circle)
Introduction to MMX
Introduction to Shader Programming
Introduction to the DirectX 9 High Level Shading Language
IP Addresses
Irrlicht Engine
ISAAC: a fast cryptographic random number generator
Jamendo.com
Jamie Jones' Tutorials
JasPer
java.sun.com
JavaScript Implementation of TEA Tiny Encryption Algorithm
JC Physics
JewelScript
Joker.com
Jos Stam's homepage
Kagi
Katherine Dinger's art tutorials
KeePass Password Safe
Keeping the Pirates at Bay: Implementing Crack Protection for Spyro: Year of the Dragon
Ken Perlin's homepage
Khang Le's painting tutorial
Know your FPU
Kohonen's Self Organizing Feature Maps
Layered Variance Shadow Maps
Layered Windows
Learn to Tango with D Excerpt: Chapter 2
Legal Issues for Rookie Development Studios
Level Editing
libjpeg
limefly.net
Linear-Speed Vertex Cache Optimisation
Linux Development
Loading a DLL from memory
Loading and displaying .X files without DirectX
Lock Windows Desktop
LogMeIn Free
Lost Garden: 250 free handdrawn textures
LTProf
Lua: Reference Manual
Mac OS X ABI Function Call Guide
Mac OS X Assembler Reference
Make a Particle Explosion Effect
MakeHuman
Making Cellular Textures
Making Clouds From Above
Making Noise
Managed DirectX 9 Graphics: Improving On A Good Thing
Manuel's relief texture mapping page
MaPZone
Massive Tracks
Mayang's Free Textures
Member Function Pointers and the Fastest Possible C++ Delegates
Memory Manager
Mersenne Twister
Microsoft DirectX Developer FAQ
Microsoft HTML Help 1.4 SDK
Microsoft Scripting Technologies
Microsoft Visual C++ Express
MIDI Tracker
MilkShape 3D
MindView
MinGW
Minimax explained
Misfit Model 3D
Modelling of ecosystems as a data source for real-time terrain rendering
Modifying the System Menu in C++/MFC
Mono
Monoliths "Unstrung"
More AI in Less Processor Time: 'Egocentric' AI
Moving Beyond OpenGL 1.1 for Windows
MSDN Collection Integration Utility
MSDN Library
MSDN Library May 2006 Edition
MSDN Online DirectX Delevoper Center
mudGE Font Builder
MusicDSP.org
Myelin Media
NASA/ESA Hubble Space Telescope
NASM documentation
NASM, The Netwide Assembler
Natural Docs
NeHe Productions
Net Peeker
Nethersphere.com
New Quadric Metric for Simplifying Meshes with Appearance Attributes
Newton Game Dynamics
NeXe
Noise Machine
Nonconvex Rigid Bodies with Stacking
Nonlinear Lens Distortion
Non-Power-of-Two Mipmapping
Normal Transforms
Nullsoft NSIS
Numerical Recipes
NURB Curves: A Guide for the Uninitiated
nVidia Developer
NVSDK
O-3 Entertainment
Object finalization and cleanup
Object Space Normal Mapping with Skeletal Animation Tutorial
ODE
OGRE
OOPS Avenue - C++ Exceptions
OPCODE: Optimized Collision Detection
Open Source Initiative
OpenGL Hardware Registry
OpenGL Programming Guide
OpenGL.org
OpenOffice.org
Optimal and Efficient Path Planning for Partially-Known Environments
Optimize to the Max
Optimized View Frustum Culling
Optimizing Direct3D for the GeForce 256
Optimizing for Hardware Transform and Lighting
Optimizing for SSE: A Case Study
Ortaga's Art
Overloading new in C++
oZone3D Texture Pack
Panda3D
Parallel-Split Shadow Maps for Large-scale Virtual Environments
Parallel-Split Shadow Maps on Programmable GPUs
Path Planning from Start to Finish
Paul Bourke's homepage
Paul Bourke's Textures
Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding
PayPal
PC Assembly Language
PC Inspector File Recovery
pdfFactory
Percentage-Closer Soft Shadows
Performance Counter Value May Unexpectedly Leap Forward
Performance Optimization Techniques for ATI Graphics Hardware with DirectX 9.0
Perl Cookbook
Perlin Noise
Per-Pixel Displacement Mapping with Distance Functions
Perspective Shadow Maps
Phong.com
Photo-realistic deferred lighting
Physically Based Modeling and Animation of Fire
Physics of Racing Series
PhysX SDK
Picasa 2
Piracy and Unconvential Wisdom
Pitch Scaling Using the Fourier Transform
Pixel Director
PixelVoid
Planet Tutorial
Platform SDK Online Documentation
Playing MP3
Playing multiple wave files continuously and simultaneously
Plimus
Plücker Coordinates for the rest of us
PNG - Portable Network Graphics
POCO C++ Libraries
Polar Forms and Triangular B-Spline Surfaces
Polygon Soup for the Programmer's Soul: 3D Pathfinding
Polygonising a scalar field
Polygonising a Scalar Field Using Tetrahedrons
Polykarbon: Tutorials
Pool Hall Lessons: Fast, Accurate Collision Detection Between Circles or Spheres
Portable Inheritance and Polymorphism in C
Portals
Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets
Practical and Robust Stenciled Shadow Volumes for Hardware-Accelerated Rendering
Practical Animation of Liquids
Practical Implementation Techniques for Multi-Resolution Subdivision Surfaces
Practical Perl Programming
Practical UML: A Hands-On Introduction for Developers
Preston Blair Walk Cycle
Procedural Content Generation
Procedural Modelling of Cities
Process Explorer
Process Memory
Programmer's Heaven
Programming 3D Sound With OpenAL
Programming a Virtual File System
Projected Spotlight and Dynamic Shadow Textures on Radeon
Proximity Queries and Penetration Depth Computation on 3D Game Objects
PSWorkshop
PuTTY - a free telnet/ssh client
PxdScript Tutorials
Python Language Website
Radiosity
RageStorm
RakNet
Ramblings in Realtime
Rasterization on Larrabee
Raytracing Topics & Techniques
Real Time Ray Tracing
RealDB Store
Realistic Water Volumes in Real-Time
Real-Time Atmospheric Scattering
Real-time Cloud Rendering
Real-Time Generation of Continuous Levels of Detail for Height Fields
Real-Time Procedural Texturing Techniques Using MMX
Real-Time Rendering Resources
Real-time Shadow Algorithms and Techniques
Real-time Soft Shadows in a Game Engine
Realtime Voxel Landscape Engines
Real-time YCoCg-DXT Compression
Recognition of Handwritten Gestures
Reference Counting
Reflexive Arcade
Refractive Texture Mapping
Registro.br
Rendering in 1 bit per pixel
Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments
Rendering to multiple views with DirectX
Representing Rotations In Quaternion Arithmetic
ResEdit
Resolution Switching Without Using DirectX
Resource Files Explained
Rigid Body Dynamics
Rijndael in JavaScript
ROAMing Terrain: Real-time Optimally Adapting Meshes
Robust Position Control of the Center of Mass with Second Order Inverse Kinetics
Robust Treatment of Collisions, Contact and Friction for Cloth Animation
Ronald Fedkiw's homepage
RSA
Ruby Central
Ruby Home Page
Ruby: GCAndExtensions
Run-Time Pixel Format Conversion
Save Loomis
Saving a Screen Shot in DirectX Graphics
SAX - Simple API for XML
SciTE
Scripting in C using Co-Routines
Sculptris
SDL - Simple DirectMedia Layer
Secrets of Simple Image Filtering
Seeing RSA Public / Private Key Encryption
Selecting Timer Functions
SFML - Simple and Fast Multimedia Library
Shaderlab (broken - 9/24/2005)
ShaderX
Shadow Caster Volumes For The Culling Of Potential Shadow Casters
Shadow Volume Reconstruction from Depth Maps
Shadows
Shareware Amateurs vs Shareware Professionals
SharpDevelop
Sijun.com Forums
Silhouette Tracking
Simple Polygon Reduction
Simplex noise demystified
Simplifying Surfaces with Color and Textures using Quadric Error Metrics
Simulation and Rendering of Viscous Fluid using Smoothed Particle Hydrodynamics
Sky's The Limit (broken - 9/24/2005)
Smart Moves: Intelligent Path-Finding
Smart Pointers to boost your code
Smart Texture Filtering
Smooth view-dependent LOD control and its application to terrain rendering
Sneaking Behind Thief’s AI: 14 Tricks to Steal for Your Game
Social Activities: Implementing Wittgenstein
Soft Edges and Burning Things: Enhanced Real-Time Rendering of Particle Systems
SoftWire source code
Sol's Graphics for Beginners
Sorting and Searching Algorithms
Sound Dogs
Sound Server Programming
Spoono
SpyBot - Search & Destroy
Squirrel
squish - DXT Compression Library
SSE2 for Dummies (who know C/C++)
Standard Template Library Programmer's Guide
StarCraft II - Effects and Techniques
Steering Behaviors For Autonomous Characters
STLport
Streaming SIMD Extensions - Inverse of 4x4 Matrix
Striving for Graphics API Independance
Subdivision for Modeling and Animation
Subdivision Surface Theory
Summed-Area Variance Shadow Maps
Surface Tension (broken - 9/24/2005)
SWREG
System Information
System Tray Icon
Tangent Space Normal Mapping
TEA - Tiny Encryption Algorithm
Teaming Up with Halo’s AI: 42 Tricks to Assist Your Game
Techniques for reducing Executable size
Terrain Generation Tutorial
Terrain Geomorphing in the Vertex Shader
Terrain LOD Published Papers
Terrain Reasoning for 3D Action Games
Terrain rendering
Terrain Tutorial
Texts Rasterization Exposures
Texture Box
Texture Generator
Texture King
Texture Library
Texture Maps of Earth and Planets
Texture Processor
Texture synthesis
TGA File format specification V2.0
The 3D Visibility Skeleton
The Absolute Minimum Every Software Developer Absolutely, Positively Must Know About Unicode and Character Sets (No Excuses!)
The artwork of Greg Martin
The Blobs Go Marching Two by Two
The Code Project
The Complete Idiot's Guide to Writing Shell Extensions
The Designer's Notebook: Damn All Gameplay Patents!
The DFT "à Pied" - Mastering the Fourier Transform in one Day
The DirectX 8.0 Screensaver Framework
The Discreet Wavelet Transform
The DSP Dimension
The FFT Demystified
The Focused D* Algorithm for Real-Time Replanning
The FreeType Project
The GNU General Public License
The good-looking textured light-sourced bouncy fun smart and stretchy page
The HSV colorspace
The Image Debugger
The Implementation of Lua 5.0
The Nebula Device
The One: A singleton discussion
The Pawn Language
The perlin noise math FAQ
The Power of the High Pass Filter
The programming language Lua
The Quake III Arena Bot
The Right Kind of Beauty
The Simplification of DirectX 8.0 Graphics
The TextureBin
The Theory of Stencil Shadow Volumes
The Universe in Color
The Wavelet Tutorial
The Wide Open License (WOL)
The World and View Matrix
The X-Zone
The zLib home page
Thinking in C++ 2nd Ed
Three-Axis Animation: The Hardships of Animating Three-Dimensional Characters in Real Time Games
Thunking in Win32: Simplifying callbacks to non-static member functions
Tiled Terrain
Tim Rowley's home page
Time and Date.com
Timing and FPS
Tiny Encryption Algorithm
TinyXML
Tokamak
Tomas Akenine-Möller's home page
TOOL - Tiny Object Oriented Language
Top 5 Things That Kill Performance Under DX7
Top Issues for Windows Titles
Torque Engine
TortoiseSVN
Toward More Realistic Pathfinding
Toymaker
Transformations of Surface Normal Vectors
Triangular B-splines
Triangulate
Triangulating and Extruding Arbitrary Polygons
trueSpace
Turbo Squid
UKScene.org (broken - 3/17/2005)
UML.org
Unconstrained Rigid Body Motion
Under the hood of C++
Under the Hood: Reduce EXE and DLL size with LIBCTiny.lib
Understanding C++ Exception Handling
Uniprocessor Garbage Collection Techniques
UnrealScript Language Reference
Using a CallHandler and Caller Object to Simplify Function Calling Between Anonymous Objects
Using and Porting the GNU Compiler Collection (GCC)
Using Interfaces with DLLs (broken - 10/1/2001)
Using ListView control under Win32 API
Using Lua with C#
Using Multiple Recordsets
Using NURBS Surfaces in Real-time Applications
Using Ogg Vorbis with DirectSound 8
Using the RSA Algorithm for Encryption and Digital Signatures
Using the Windows Template Library
Using TreeControl (TreeView) under Win32 API (No MFC)
USInternational keyboard layout for Mac OS X
UTF-16 / UCS-2
UTF-8
Valgrind
Valve Hammer Editor
Variance Shadow Maps
Vectors and Matrices: A Primer
View Frustum Culling Tutorial
Virtual Host Proxy Server
Virtual Search
Virtualized OpenGL Light Sources for Efficient Multi-Light Source Lighting
Visibility Preprocessing for Interactive Walkthroughs
Visual C++ 2008 Express Edition And 64-Bit Targets
Visual Simulation of Smoke
Visualization of Large Terrains Made Easy
Vorbis.com
Voxel Landscapes
W3C - The World Wide Web Consortium
W3Schools
Walk Cycle
Walk Cycle Chart
WallpaperBase.com
WAVE file format
Wavelet Cascade Applet
Wavelet Theory
Wavelets - the Idiots Guide
Waves/Wave motion and properties
Welzl's Minimum Sphere Algorithm Demystified
Wikipedia - The Free Encyclopedia
Wim Sveldens' home page
Win32 Programming
Win32 Window Skinning
Windows Screen Saver Programming
Windows SDK Download
Windows Sysinternals
WinMerge
Wood Workshop
World of Mathematics
Wotsit's format
Writing a Compiler (broken - 4/25/2005)
Writing the Game Loop
Xvox demo
ZBrush
ZIP file format
ZipCentral
zLib Specifications
ZoneAlarm
ZP+: Correct Z-pass Stencil Shadows