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

Programming is a field where tips and tricks are abundant.

IT Hares proudly present their own bag of programming tips and tricks.

Tips & Tricks, page 2:

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.”

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).”

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.”

Game Graphics 101: 2D Animation, Sprites, Double and Triple Buffering

Quote: “If you’re using double buffering AND perform buffer swap in sync with the V-Sync signal, your monitor will show your game just as a movie projector with shutter would show a cartoon in the cinema”
Another Quote: “I’ve seen a pretty minimal 2D engine written from scratch at a cost of 4-6 person-weeks”

Game Graphics 101: Static 2D (Vectors/Rasters, Color Spaces, 2D Anti-Aliasing, etc.)

Quote: “when trying to scale vector image to VERY small pixel sizes – you might get problems”
Another Quote: “Internally, JPEG uses a close cousin of a Fourier Transform, which works over 8×8 pixel blocks.”

War on Clones, Part II. Identifying Mobile and Browsers. Social and Payment-Based Identification. Putting it all together.

Quote: “as much as iOS is a device identification nightmare, Android is a device identification paradise.”
Another Quote: “Everybody makes occasional mistakes, cheaters/abusers included.”