| Graphics: 2D  
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High-Speed, Off-Screen Particles | 
 Abstract: This article shows how to create the illusion of a 3D beam by using two triangles for the endpoints and two triangles for the beam. The details of positioning and texture mapping of the triangles are analyzed in the article.| 
Powerful Explosion Effects Using Billboard Particles | 
 Abstract: Isometric engines are one of the last bastions of two-dimensional graphics left in the game industry. While this article proposes some 3D methods to enhance what is essentially a sprite-based display system, it tries to preserve the essence of sprite-based graphics. While you could simply represent a majority of the game objects with 3D models to get the same visual effect, the ideas presented here maintain the use of sprites by adding a few tricks to make them appear as flexible as 3D models. The concepts may also be useful in other 3D engines as a replacement for flat billboard sprites or as a means to represent distant objects at a lower level of detail.| 
3D Tricks for Isometric Engines | 
 Abstract: This article presents a general method for applying a decal to an arbitrarily shaped surface and concurrently clipping the decal to the surface's boundary.| 
Applying Decals to Arbitrary Surfaces | 
 Abstract: Impostering is about using sprites in a 3D scene, but instead of an artist drawing or rendering the sprites beforehand, they are updated on the fly. Instead of rendering a high-triangle object every frame, the high-triangle object is occasionally rendered to a texture-usually on the order of once every 5 to 50 frames. This article presents Impostors and describes how to render them, create update heuristics, and use prediction to determine how to orient the impostor each time it is rendered.| 
Impostors: Adding Clutter | 
 Abstract: This article sheds some light on how to use 3D hardware to achieve 2D effects. Specifically, we take a look at how to do alpha blending, sprite scaling, and sprite rotation.| 
Using 3D Hardware for 2D Sprite Effects | 
  
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