These tutorials focus mainly on OpenGL, Win32 programming and the ODE physics engine. OpenGL has moved on to great heights and I don't cover the newest features but cover all of the basic concepts you will need with working example programs.
Working with the Win32 API is a great way to get to the heart of Windows and is just as relevant today as ever before. Whereas ODE has been marginalized as hardware accelerated physics becomes more common.
Games and graphics utilities can be made quickly and easily using game engines like Unity so this and Linux development in general will be the focus of my next tutorials.
Binary Space Partitioning
By Alan Baylis 28/11/2001
Download for Visual Studio 7.0
When rendering a large world we need some other method of depth sorting the world faces without using OpenGL depth buffering, the most widely used method is BSP trees which are convenient on many levels. This demo shows a simple scene and the BSP source code can be found in bsp.cpp, the code has been modeled on the pseudo code presented by Gerald Filimonov (MegaHertz). His tutorial is very down to earth and I highly recommend that you read it before looking at my source. Another place of reference was the BSPFAQ