Data Structures That Make Video Games Go Round
buffers and textures. ● Swapchain management. ● Synchronization. ● Command list / buffer recording. ○ Ownership transfers. ○ Memory barriers, image layout transitions. ● Compute dispatches.0 码力 | 196 页 | 3.03 MB | 5 月前3Just-in-Time Compilation - J F Bastien - CppCon 2020
achieve a median speedup of 11%. As an important side effect, PICs collect type information by recording all of the receiver types actually used at a given call site. The compiler can exploit this type achieve a median speedup of 11%. As an important side effect, PICs collect type information by recording all of the receiver types actually used at a given call site. The compiler can exploit this type achieve a median speedup of 11%. As an important side effect, PICs collect type information by recording all of the receiver types actually used at a given call site. The compiler can exploit this type0 码力 | 111 页 | 3.98 MB | 5 月前3Compile-Time Validation
struct validation_error { int action_index; T message; };Recorder - Validation Error When recording an action compare it's index to the error index and report the error if it does templaterecording and validation • Choose which validation rules to enforce for each function • Introspect a function's 0 码力 | 137 页 | 1.70 MB | 5 月前3Real-Time Circuit Simulation With Wave Digital Filters in C++
Introduction Analog audio effects have unique sound characteristics that are desirable to musicians and recording engineers. However, musicians are increasingly using software-based audio effects, which are typically0 码力 | 1 页 | 5.09 MB | 5 月前3From Your First Line of Code to Your Largest Repo: How Visual Studio Code Can Help You Develop More Efficiently in C++
build system & debugging suite! Visual Studio has interesting features for you. Check out the recording of: “What’s New in Visual Studio” – David Li & Mryam Girmay Download at aka.ms/vscodeMicrosoft0 码力 | 31 页 | 2.76 MB | 5 月前3Blazing Trails: Building the World's Fastest CameBoy Emulator in Modern C++
Memory mapped access • 8 KiB of RAM (called WRAM) • Four times more than the NES! • 8 KiB of Video RAM (called VRAM) • Memory map: • Cartridge space. • WRAM and Display RAM. • I/O (joypad, audio falling-blocks puzzle video game created by Soviet game designer Alexey Pajitnov in 1984. Tetris variants were later commercialized and released on a vast spectrum of platforms, from video game consoles It is the most successful video game franchise to originate from Russia and the former Soviet Union, the best-selling puzzle video game series and the best-selling video game franchise not owned by0 码力 | 91 页 | 8.37 MB | 5 月前3Back to Basics: The Factory Pattern
domain peaked your interest?) 9Video Games! (That’s my answer) (1/2) 10 (Here are some favorites from around the time I was learning how to program, can you name them all?)Video Games! (That’s my answer) it’s the name of the talk) let’s think about what our goals areA user-driven application (e.g., a video game) 16Question to Audience: ● If I have a user-driven application (e.g., a game) ● And part evidence). ■ What happens if a player goes over? ■ Maybe we restrict them? Maybe reallocate 20 In a video game, let’s assume these objects are potentially very large We may run out of stack space here0 码力 | 93 页 | 3.92 MB | 5 月前3Robotics at Compile-Time: Optimizing Robotics Algorithms with C++'s Compile-Time Features
written with targeted robots and platforms in mind • Generally required for real-time controls• video of FLX BOTRobotics Hardware Development • Requirements known well ahead of time • Mechanical Firm Result is treated as worthless Robotic Assembly Line Soft Performance Degrades Audio/Video processingReal-Time Software In Robotics • Requires real-time OS or run bare metal • General concepts0 码力 | 45 页 | 20.73 MB | 5 月前3Expressive Compile-time Parsers
About me • Started learning C++ in high school with a passion for making video games.About me LinkedIn: linkedin.com/in/alonwolf Gmail: alonw125@gmail.com Github: github.com/a10nw01f Blog: Blog: a10nw01f.github.io • Started learning C++ in high school with a passion for making video games. • Senior software engineer at Medtronic. • Writes a technical blog and participate in game jams0 码力 | 134 页 | 1.73 MB | 5 月前3C++高性能并行编程与优化 - 课件 - 06 TBB 开启的并行编程之旅
TBB 开启的并行编程之旅 by 彭于斌( @archibate ) 往期录播: https://www.bilibili.com/video/BV1fa411r7zp 课程 PPT 和代码: https://github.com/parallel101/course 高性能并行编程与优化 - 课程大纲 • 分为前半段和后半段,前半段主要介绍现代 C++ ,后半段主要介绍并行编程与优化。 从源码构建安装,参考: https://blog.csdn.net/weixin_42973508/article/details/111681426 详见 https://www.bilibili.com/video/BV1fa411r7zp 的 1:18:48 上一课的案例代码:基于标准库 基于 TBB 的版本:任务组 • 用一个任务组 tbb::task_group 启动多个 任务,一个负责下载,一个负责和用户交0 码力 | 116 页 | 15.85 MB | 1 年前3
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