Techniques to Optimise Multi-threaded Data Building During Game Development1 Dominik Grabiec - Techniques to Optimise Multi-threaded Data Building During Game Development - CppCon 2024Hello My name is Dominik Grabiec This talk isFocusing on optimising the process around around building the data - the data build system • How many people are in Game Development? • How many people have worked in AAA? • How many are familiar with asynchronous programming? Speaker notesTALK notesTALK OVERVIEW 1. Background • What is data building? • Differences from Game Code • Assumptions and Concepts 2. Techniques • Keep Threads Busy • 3D Caching • Optimise Sorting • Avoid Blocking Threads 0 码力 | 99 页 | 2.40 MB | 6 月前3
File I/O for Game Developers: Past, Present, and Future0 码力 | 64 页 | 2.69 MB | 6 月前3
C++20 STL Features: 1 Year of Development on GitHubC++20 STL Features: 1 Year of Development on GitHub Stephan T. Lavavej "Steh-fin Lah-wah-wade" Principal Software Engineer, Visual C++ Libraries stl@microsoft.com @StephanTLavavej 1 Version 1.0 - September • Part 1: C++20 STL Features • Everything here is Standard, except as noted • Part 2: GitHub Development • For contributors and observers 2Overview Part 0 3CppCon 2019 -> CppCon 2020 • Announced SuperWig 26GitHub Development Part 2 27How We Use GitHub • Code: linear history, few feature branches • Issues: cxx20, LWG, bug, performance, etc. • Pull Requests: Used for all development • Continuous0 码力 | 45 页 | 989.72 KB | 6 月前3
C++20 STL Features: 1 Year of Development on GitHubVersion 1.0 - September 15, 2020 1 C++20 STL Features: 1 Year of Development on GitHub Stephan T. Lavavej "Steh-fin Lah-wah-wade" Principal Software Engineer, Visual C++ Libraries stl@microsoft.com @StephanTLavavej2 • Part 1: C++20 STL Features • Everything here is Standard, except as noted • Part 2: GitHub Development • For contributors and observers3 Overview Part 04 CppCon 2019 CppCon 2020 • Announced at SuperWig27 GitHub Development Part 228 How We Use GitHub • Code: linear history, few feature branches • Issues: cxx20, LWG, bug, performance, etc. • Pull Requests: Used for all development • Continuous0 码力 | 45 页 | 702.09 KB | 6 月前3
Powered by AI: A Cambrian Explosion for C++ Software Development Tools`University of Massachusetts Amherst Powered by AI: A Cambrian Explosion for C++ Software Development Tools Emery BergerCretaceous–Paleogene (K-Pg) extinction eventCretaceous–Paleogene (K-Pg) extinction0 码力 | 128 页 | 23.40 MB | 6 月前3
Things Happening in SG14Things happening in SG14 Making C++ better for game development & other low-latency domains Patrice Roy, CeFTI, Université de Sherbrooke, Collège Lionel-Groulx Patrice.Roy@USherbrooke.ca, Patrice.Roy@clg Full-time professor since 1998 • Collège Lionel-Groulx, Université de Sherbrooke • I work a lot with game programmers • WG21 and WG23 member (but I missed recent WG23 meetings) • Involved quite a bit with Full-time professor since 1998 • Collège Lionel-Groulx, Université de Sherbrooke • I work a lot with game programmers • WG21 and WG23 member (but I missed recent WG23 meetings) • Involved quite a bit with0 码力 | 148 页 | 1009.97 KB | 6 月前3
Back to Basics: The Factory PatternBoston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building static/dynamic analysis Boston, Massachusetts. ○ I teach courses in computer systems, computer graphics, and game engine development. ○ My research in program analysis is related to performance building static/dynamic analysis Objects are moving around ○ Artificial intelligence (path finding and other decision making) ○ In-game resource management is taking place 12 Command and Conquer Red AlertReal time systems (2/2) ●0 码力 | 93 页 | 3.92 MB | 6 月前3
What's New in Visual Studio for C++ DevelopersProductivity 2. Game Development 3. MSVC Toolchain 4. Debugging, Cross-Platform & Source Control https://aka.ms/Visual-StudioVisual Studio Agenda 1. Productivity 2. Game Development 3. MSVC Toolchain context from your project while enabling you to stay in control of your content and data Find development tasks where GitHub Copilot is naturally suited to help the user and refining that experience GitHub Copilot Editor Suggestions ( Tab to accept )Visual Studio Agenda 1. Productivity 2. Game Development 3. MSVC Toolchain 4. Debugging, Cross-Platform & Source ControlUnreal Engine IntegrationsDirect0 码力 | 46 页 | 4.07 MB | 6 月前3
Conan 2.0 Documentation, including proprietary ones. It is specifically designed and optimized for accelerating the development and Continuous Integration of C and C++ projects. With full binary management, it can create and labeled as: • experimental: This feature is released and can be used, but it is under active development and the interfaces, APIs or behavior might change as a result of evolution, and this will not be {"Conan is a MIT-licensed, Open Source package manager for C␣ ˓→and C++ development " "for C and C++ development, allowing development teams to␣ ˓→easily and efficiently " "manage their packages and dependencies0 码力 | 652 页 | 4.00 MB | 1 年前3
Data Structures That Make Video Games Go Roundscratch (no game engine). ● Short release cycle. ● Small, by modern standards.Today: ● 3D, Photorealistic, Physics based. ● Multi-threaded. ● Made with a game engine. ● Long development cycles. ● Large, complex codebases.But the structure of a game is *roughly the same*Renderer Start End Gameplay Audio Initialization I/O AI Physics Rendering AudioStart End Initialization I/O ECS ECS Physics Rendering Audio Simulation Rendering AudioSimulation Imagine our hypothetical game is 3D with a vast world. Multiple systems ticking, ● Entity Component Systems (ECS) ● Artificial0 码力 | 196 页 | 3.03 MB | 6 月前3
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