Graphics packages for teaching graphics
SIGCSE '86 Proceedings of the seventeenth SIGCSE technical symposium on Computer science education
GROOP: an object-oriented toolkit for animated 3D graphics
OOPSLA '93 Proceedings of the eighth annual conference on Object-oriented programming systems, languages, and applications
Inexpensive advanced graphics applications for the C.S. majors graphics class
SIGCSE '95 Proceedings of the twenty-sixth SIGCSE technical symposium on Computer science education
The design and implementation of an object-oriented toolkit for 3D graphics and visualization
Proceedings of the 7th conference on Visualization '96
Proceedings of the third symposium on Virtual reality modeling language
A distributed 3D graphics library
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast collision detection using QuOSPO trees
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Kinetic collision detection between two simple polygons
Proceedings of the tenth annual ACM-SIAM symposium on Discrete algorithms
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Simulation in an object-oriented world
Proceedings of the 31st conference on Winter simulation: Simulation---a bridge to the future - Volume 1
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Game Programming Gems
Curvature-Dependent Triangulation of Implicit Surfaces
IEEE Computer Graphics and Applications
Hi-index | 0.00 |
Simulated environments, such as those found in training centers, computer games, movies, advertisement and defense applications, require software companies to face two important challenges in today's economy: creating a good prototype as showcase for the end-user and meeting "time to market" deadlines. Graphics libraries and development environments provide to the application programmer the necessary interfaces used in the construction of graphics, animations, simulations and games. The true value of a graphics library can be measured from two issues: ease of use and extensibility. However, the special needs in an educational environment change the shape and form of graphics frameworks such that each library must be designed to accommodate ease of use and extensibility. Such frameworks provide the user-friendly environment required by, for example, novice game programmers. This study presents a new game-programming library called PGL that addresses the timing and learning factors that exist in game development.