This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
An arguably "better" but less intuitive way than aim constraints to focus eyes.
DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
3D geometric models are common in computer games. This article describes a collection of mesh simplification algorithms and describes how to simplify your own meshes.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
These are the terms and conditions for the GPA survey
In this article, Alex Champandard describes how to accelerate Multi-threading Line-of-Sight calculations to improve AI sensory system performance through the concept of a centralized sensory system using a mini-game prototype AI Sandbox.
This article describes a few of the challenges and improvements made to DiRT2 to ensure interesting physics and high performance graphics in this rally game.