A Simple Rollback System in C++
BeyondWe still need to wait for all the player inputs to process the confirm frame…What is a rollback system?Input predictionMispredictionDoing a rollbackRollback Implementation DetailsPhysics vs Graphics game update. This allows to sequence your game frame.A Fixed TickRollback Manager InputsRollbackGame System Architecture Game systems need a function to rollback (revert to a previous state). Typically everywhere Player Character as a gameplay, physics, graphics and audio object…ECS-like architecture System and array of Components (C-struct without functionality, except operators maybe) You want to have0 码力 | 58 页 | 6.61 MB | 5 月前3Combining Co-Routines and Functions into a Job System
Hlavacs – Combining Co-Routines and Functions into a Job System - CppCon 2021 1 / 39Helmut Hlavacs – Combining Co-Routines and Functions into a Job System - CppCon 2021 2 / 39 About Myself • Professor for Functions into a Job System - CppCon 2021 3 / 39 Creating Game Engines with C++ • Vienna Game Job System + • Graphics API Abstraction Layer + • Vienna Entity Component System + Vienna Type List Library 2.0 https://github.com/hlavacs 20Helmut Hlavacs – Combining Co-Routines and Functions into a Job System - CppCon 2021 4 / 39 The Game Loop auto prev = high_resolution_clock::now(); while( !finished()0 码力 | 39 页 | 1.23 MB | 5 月前3Building a Coroutine-Based Job System Without Standard Library
Zhang tankiistanki tankijong COROUTINE JOB SYSTEM WITHOUT STANDARD LIBRARY source code of the system: https://github.com/tankiJong/cpp-coroutine-job-system Hi Everyone, Tanki here. Thanks for coming resources: https://gist.github.com/MattPD/9b55db49537a90545a90447392ad3aeb Before we dive into the system, I want to take 10 mins to have a quick recap about C++ coroutine and share some gotcha moments pretty overwhelmed by all different terms, not to mention to put them up together to form a knowledge system. I hope the following information can be helpful and I attached some links in the slides, or pointers0 码力 | 120 页 | 2.20 MB | 5 月前3Behavior-driven Tests for Microservices-based Algo Trading System
from Columbia University. Title : Behavior-driven Tests for Microservices-based Algo Trading System Summary : Introduction : This poster will introduce a test framework we use at Bloomberg to to enable behavior-based tests in natural language style for a microservices-based algo trading system that our engineering team is responsible for. Relevance : For our electronic trading business Although microservice components can easily be unit tested, it is often non-trivial to automate the system-level tests with external dependencies. Controlling external dependencies are especially important0 码力 | 1 页 | 65.24 KB | 5 月前3Using Modern C++ to Build XOffsetDatastructure
memcopyable, movable, and relocatable. • Why do we need memcopyable structures? • Intra processes & inter processes • Intra devices & inter devices // In large game environments with many players, a single process. As players move, data must migrate between these regions, leading to data transfers between processes and even devices. Fanchen Su, XOffsetDatastructure, CppCon 2024 10 Game Scene Division1.1 XOffsetDatastructure migration of game data among scenes, areas, and lines requires a robust and efficient serialization system to maintain game state consistency and performance. Fanchen Su, XOffsetDatastructure, CppCon 20240 码力 | 111 页 | 3.03 MB | 5 月前310 Problems Large Companies Have with Managing C++ Dependencies and How to Solve Them
library source code is part of my build I compile the libraries separately using their instructions System package managers I download prebuilt libraries from the Internet Conan vcpkg NuGet How do you Source files Target configuration Compilers Library features Dependency hashes Build system version Environment variables CMake toolchain files SDKsIs hash in cache? Build requested •Communication breakdowns, inconsistent processes •Many teams doing similar work: • Producing and distributing libraries • Establishing compliance processes for dependencies • Writing documentation0 码力 | 46 页 | 917.72 KB | 5 月前3Conan 1.39 Documentation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 14.6 Template system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 15.6 Version Control System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312 15.7 Custom generate any arbitrary number of binaries, one for each different platform and configuration: operating system, architecture, compiler, build type, etc. Those binaries can be created and uploaded to a server0 码力 | 819 页 | 7.05 MB | 1 年前3Conan 1.38 Documentation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 14.6 Template system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 15.6 Version Control System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310 15.7 Custom generate any arbitrary number of binaries, one for each different platform and configuration: operating system, architecture, compiler, build type, etc. Those binaries can be created and uploaded to a server0 码力 | 809 页 | 7.02 MB | 1 年前3Conan 1.36 Documentation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191 13.6 Template system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265 ii 14.6 Version Control System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 14.7 Custom generate any arbitrary number of binaries, one for each different platform and configuration: operating system, architecture, compiler, build type, etc. Those binaries can be created and uploaded to a server0 码力 | 765 页 | 5.71 MB | 1 年前3Conan 1.35 Documentation
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189 13.6 Template system . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264 ii 14.6 Version Control System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286 14.7 Custom generate any arbitrary number of binaries, one for each different platform and configuration: operating system, architecture, compiler, build type, etc. Those binaries can be created and uploaded to a server0 码力 | 759 页 | 5.70 MB | 1 年前3
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