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I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! How do games render their scenes? We'll discuss how oldschool 8-bit games rendered their scenes and gradually move our way towards modern 3D rasterized games. You'll learn about rasterization, anti-aliasing, shadow mapping and more! A lot has happened the last year in my life regarding moving, a new job and health issues, which is why I have not been able to make a lot of videos, but all is fine again now and I chose to work part-time so that I can spend more time on making videos more regularly! :) I also created a Patreon page on which I release e.g. source code and have a tier option that includes having a personal chat with me! My patreon: / digidigger References OpenGL Game Rendering Tutoria; How Shadow Maps work • OpenGL Game Rendering Tutorial: How S... 8-bit guy • How "oldschool" graphics worked Part ... Doom WASN'T 3D! • Doom WASN'T 3D! - Digressing and Side... 3D Graphics: Crash Course Computer Science • 3D Graphics: Crash Course Computer Sc... How real time computer graphics and rasterization work • How Real Time Computer Graphics and R... Doom engine wikipedia https://en.wikipedia.org/wiki/Doom_en... Doom engine techniques http://qzx.com/pc-gpe/doom.txt Doom engine source code review https://fabiensanglard.net/doomIphone... Doom wiki https://doomwiki.org/wiki/Doom_render... Rasterization in one weekend https://tayfunkayhan.wordpress.com/20... Rasterization a practial implementation https://www.scratchapixel.com/lessons... Ray casting tutorial https://permadi.com/1996/05/ray-casti... Music in in outro: Besus y Abrazor - Rolemusic: https://freemusicarchive.org/music/Ro... available under a Creative Commons Attribution license https://creativecommons.org/licenses/...