If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included
 
“No Bugs” Hare
Author:“No Bugs” Hare  Follow: TwitterFacebook
Species:H.A.R.E. (as "Honest And Restless Engineer")
Job Title:Sarcastic Architect
Hobbies:Thinking Aloud, Arguing with Managers, Annoying HRs,
Calling a Spade a Spade, Keeping Tongue in Cheek
 
'No Bugs' Bunny

Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, he has had one very unusual treat: he was obsessed with eliminating all the bugs he can get his forelegs on. So, it is not surprising that his friends called him a “No Bugs” Bunny (or simply “NoBugs”).

Later on, he grew up, so he decided that “Bunny” in his name has became inappropriate (not to mention potential arguments with Warner Brothers), so he has asked all his friends to call him “No Bugs” Hare. He has made a career as a team lead and software architect, and they lived happily ever after.

“No Bugs” Hare Opera Omnia, Vol.17:

Game Graphics 101: Rendering Pipeline & Shaders

Quote: “each of the stages of the rendering pipeline is operating on a large set of items (vertices or fragments/pixels)”
Another Quote: “These days, even if the program uses fixed-pipeline, that fixed-pipeline is simulated over shaders anyway 😉”
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Game Graphics 101: Lights!.. Camera!.. Frustum?

Quote: “In games, more often than not, we’ll be dealing with so-called Phong reflection model.”
Another Quote: “with orthographic projection, the lines which project points from our 3D world onto our 2D screen, are no longer converging to one single point; instead, they go parallel to each other.”
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Game Graphics 101: Textures, UV Mapping, and Texture Filtering

Quote: “Size-wise, textures are HUGE. Actually, in a typical 3D game, 90%+ of the space on disk (and of GPU bandwidth/RAM) are used by textures.”
Another Quote: “3D anti-aliasing algorithms can be divided into two large groups: ‘proper’ anti-aliasing (the one which tries to avoid anti-aliasing in the first place), and ‘post-processing’ anti-aliasing (the one which creates an aliased image – and then post-processes it to make it look better).”
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MOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts

Quote: “for the purposes of the MOG network communications, I usually suggest using Euler angles to represent rotations/orientations”
Another Quote: “One thing which persistently haunts 3D developers, is polygon count.”
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Deterministic Components for Distributed Systems

Quote: “Then you can recover from any single server failure in a perfectly transparent manner”
Another Quote: “after the program fails in production, we can get the input log and run it in the comfort of a developer’s machine, under a debugger, as many times as we want, and get exactly the same variables at exactly the same points as happened in production”
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