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本次搜索耗时 0.061 秒,为您找到相关结果约 32 个.
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  • pdf文档 3D Graphics for Dummies

    3D Graphics for Dummies Significant content “borrowed” from Dan Chang @ Nintendo NTD “with permission” Chris Ryan CppCon 2021 github.com/ChrisR98008/CppCon20213 3D Graphics for Dummies4 3D Graphics Dummies5 3D Graphics for Dummies6 3D Graphics for Dummies7 3D Graphics for Dummies8 3D Graphics for Dummies9 3D Graphics for Dummies10 3D Graphics for Dummies11 3D Graphics for Dummies12 3D Graphics Graphics for Dummies13 3D Graphics for Dummies14 3D Graphics for Dummies15 3D Graphics for Dummies Winding / Right Hand Rule Fingers curled in the order of the points, thumb points up Counter clockwise
    0 码力 | 79 页 | 4.61 MB | 5 月前
    3
  • pdf文档 《深入浅出MFC》2/e

    间呢?这是排程器的巧妙设计,动态调整执行线程的优先权。是啊,总不能让优先权低的 执行线程直到天荒地老,没有一点点获得。关于执行线程排程问题,第14章有更多的讨论。 53 图1-10 是以Process Viewer(Visual C++ 5.0 所附工具)观察Mltithrd.exe 的执行结果。 图上方出现目前所有的进程,点选其中的MLTITHRD.EXE,果然在窗口下方出现六个执 行线程,其中包括主执行线程(优先权已被调整为10)。 400) NULL, "MainMenu"); Windows 95 有更多选择,包括WS_EX_WINDOWEDGE 和WS_EX_CLIENTEDGE,让 窗口更具3D 立体感。Framework 已经自动为我们指定了这两个扩充风格。 Create 的第四个参数rect 指定窗口的位置与大小。默认值rectDefault 是CFrameWnd 的一个static 引发CFrameWnd::OnCreate 被唤起,下面是相关的调用次序 (经观察MFC 源代码而得知): 第8章 Document-View 深入探討 465 // remove the 3d style from the frame, since the view is // providing it. // make sure
    0 码力 | 1009 页 | 11.08 MB | 1 年前
    3
  • pdf文档 Visual Studio Code: CppCon 2023

    are not authorized to view its content or are using an unsupported PDF viewer. To open this document, use a PDF viewer that supports Azure Rights Management or contact the document owner to
    0 码力 | 1 页 | 3.10 MB | 5 月前
    3
  • pdf文档 Techniques to Optimise Multi-threaded Data Building During Game Development

    building? • Differences from Game Code • Assumptions and Concepts 2. Techniques • Keep Threads Busy • 3D Caching • Optimise Sorting • Avoid Blocking Threads 3. Questions 2Three sections Background What Speaker notesCACHING STATIC WORLD DATA • Problems: ▪ Need to cache static world data for access using 3D coords ▪ Prevent tasks from duplicating IO and processing work • Usually use traditional spatial data from duplicating work - and code ▶ Traditionally use one of tree structures - recursively subdivide 3d space • K-D tree partitions by axially aligned plane • Octree into 8 octants surrounding centre point
    0 码力 | 99 页 | 2.40 MB | 5 月前
    3
  • pdf文档 Making Games Start Fast: A Story About Concurrency

    game rules & databases 14Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 5.6s Wait: 1.2s CPU: 8.2s Wait: 1.4s CPU: 7.3s Wait: 0.8s (Old) Startup Profile 15Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 0.5s Wait: 0.6s CPU: 0.9s Wait: 1.4s CPU: 4.5s Wait: 0.2s Threading Computations 3 40Side by Side Comparison 41Loading graphic assets ◉ Loading of both 2D and 3D assets was single threaded ◉ Huge speedup potential if we could spread it on all cores ◉ But
    0 码力 | 76 页 | 2.22 MB | 5 月前
    3
  • pdf文档 Data Structures That Make Video Games Go Round

    Made from scratch (no game engine). ● Short release cycle. ● Small, by modern standards.Today: ● 3D, Photorealistic, Physics based. ● Multi-threaded. ● Made with a game engine. ● Long development Physics Rendering Audio Simulation Rendering AudioSimulation Imagine our hypothetical game is 3D with a vast world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial Intelligence world by recursively subdividing. Quadtree Octree ● 2D ● Recursively subdivided into 4 spaces ● 3D ● Recursively subdivided into 8 spaces.Quadtrees & Octrees Used to partition space in the game world
    0 码力 | 196 页 | 3.03 MB | 5 月前
    3
  • pdf文档 Better Code: Exploring Validity

    Reserved. About the artist Dan Zucco London-based 3D art and motion director Dan Zucco creates repeating 2D patterns and brings them to life as 3D animated loops. Inspired by architecture, music, modern
    0 码力 | 117 页 | 6.03 MB | 5 月前
    3
  • pdf文档 Tracy: A Profiler You Don't Want to Miss

    generation! • [Halide] Yeah… std::stringstream is kinda slow… • [Substance 3D Modeler] Improved parallel shader compilation • [Substance 3D Stager] Eliminating GPU<->CPU copies with GPU API interop81 Comparing
    0 码力 | 85 页 | 6.51 MB | 5 月前
    3
  • pdf文档 Why is my Build so Slow

    file - Hash of the command used (compiler, linker, etc) 18Visualization 19 - Interactive Trace Viewer - https://ui.perfetto.dev/ - Can build and run server locally as well - Chrome Event Tracing Format
    0 码力 | 71 页 | 3.96 MB | 5 月前
    3
  • pdf文档 Robotics at Compile-Time: Optimizing Robotics Algorithms with C++'s Compile-Time Features

    shapes) ||...); } Collision Detection Reducing the collision checks to N(N-2)/2 is left to the viewer at homeSummary • Hardware companies (not just robotics) often build and ship code much more
    0 码力 | 45 页 | 20.73 MB | 5 月前
    3
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