RECHERCHE DE MAGAZINES OU D'ARTICLES
- Morphing por polígonos (II)
PCmanía / 74 / 12/1998Article page 238
- Morphing por puntos
PCmanía / 59 / 9/1997Article page 126
- Movimiento con teclado y joystick (I)
MicroHobby / 33 / 18/6/1985Article page 014
- Movimiento con teclado y joystick (II)
MicroHobby / 34 / 25/6/1985Article page 024
- Movimiento de sprites (I)
MicroHobby / 176 / 6/9/1988Article page 059
- Movimiento de sprites (II)
MicroHobby / 177 / 20/9/1988Article page 016
- Movimiento de sprites (III)
MicroHobby / 178 / 4/10/1988Article page 016
- Moving Fluid : The Conclusion of a Two-Part Series About Implicit Surfaces
Game Developer / 8/2000Article page 040
- Multipass Rendering and the Magic of Alpha Blending
Game Developer / 8/1997Article page 012
- Multiple Texturing in DirectX 6
Game Developer / 9/1998Article page 033
- Musik mit Poke und Peek (Teil 1) [C64]
Happy Computer / 3/85 / 3/1985Article page 054
- Musik mit Poke und Peek (Teil 2) [C64]
Happy Computer / 4/85 / 4/1985Article page 053
- Muy bajo nivel (I)
MicroHobby / 176 / 6/9/1988Article page 026
- Muy bajo nivel (II)
MicroHobby / 177 / 20/9/1988Article page 012
- Muy bajo nivel (III)
MicroHobby / 178 / 4/10/1988Article page 047
- Nanodrive, carga y grabación ultrarapida
MicroHobby / 65 / 11/2/1986Article page 022
- Networking Your Game Using DirectPlay
Game Developer / 6/1996Article page 030
- Nueva rutina de carga con música para el 128 K
MicroHobby / 143 / 8/9/1987Article page 024
- Nueva sistema de gestion por interrupciones (I)
MicroHobby / 90 / 5/8/1986Article page 022
- Nuevas posibilidades para el pokeador automático
MicroHobby / 193 / 11/1989Article page 018
- Nuevos plasmas
PCmanía / 66 / 4/1998Article page 110
- Object Cache Management
Game Developer / 2/1996Article page 052
- Octree Partitioning Technique
Game Developer / 7/1997Article page 030
- Oh My God, I Inverted Kine !
Game Developer / 9/1998Article page 009
- Optimized Curved Surface Geometry
Game Developer / 7/1999Article page 040
- Organizing User Input, Part I : The Input Queue Manager and Keyboard Events
Game Developer / 10/1995Article page 022
- Organizing User Input, Part II : Mouse, Timer, and User-Defined Events
Game Developer / 2/1996Article page 040
- Over My Dead, Polygonal Body
Game Developer / 10/1999Article page 017
- Pantalla de carga móvil
MicroHobby / 164 / 1/3/1988Article page 056
- Para rotular a lo grande
MicroHobby / 8 / 25/12/1984Article page 016
- Particularidades de DJGPP
PCmanía / 48 / 10/1996Article page 104
- Peeking Through Portals
Game Developer / 3/1998Article page 044
- Personaliza tu Spectrum
MicroHobby / 30 / 28/5/1985Article page 014
- Perspective Texture Mapping, Part I : Foundations
Game Developer / 4/1995Article page 016
- Perspective Texture Mapping, Part II : Rasterization
Game Developer / 6/1995Article page 057
- Perspective Texture Mapping, Part III : Endpoints and Mapping
Game Developer / 8/1995Article page 017
- Perspective Texture Mapping, Part IV : Approximations
Game Developer / 12/1995Article page 019
- Perspective Texture Mapping, Part V : It's ABout Time
Game Developer / 4/1996Article page 025
- Photogram
MicroHobby / 137 / 14/7/1987Article page 018
- Photorealistic Terrain Lightning in Real-Time
Game Developer / 7/2001Article page 032