[KOR][E-Kor-Seminar 2014][1/8] Introduction of EFL and Enlightenment (Hermet)EnlightenmentProject
油
[KOR][2nd E-Kor-Seminar 2014][1/8] Introduction of EFL and Enlightenment (Hermet)
at 2nd EFL Korean Seminar 2014
https://phab.enlightenment.org/w/events/efl_korean_seminar_2014/
[KOR][E-Kor-Seminar 2014][1/8] Introduction of EFL and Enlightenment (Hermet)EnlightenmentProject
油
[KOR][2nd E-Kor-Seminar 2014][1/8] Introduction of EFL and Enlightenment (Hermet)
at 2nd EFL Korean Seminar 2014
https://phab.enlightenment.org/w/events/efl_korean_seminar_2014/
Build the Virtual Reality Web with A-FrameMozilla VR
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A-Frame is an open-source framework for creating virtual reality web experiences that simplifies the development process without requiring deep knowledge of WebGL. It utilizes an entity-component-system architecture to provide composability, allowing developers to create, modify, and manage 3D objects easily. The framework supports various components like models, animations, and sound, and encourages community involvement through platforms like GitHub and Slack.
WebVR allows virtual reality experiences to be built for web browsers using WebGL and the WebVR API. It combines immersive VR hardware like the Oculus Rift and HTC Vive with the openness and accessibility of the web. WebVR applications can either be full virtual worlds on their own or independent VR apps for tasks like shopping, videos, or configuration tools like Mobic Autoconstruction's VR app for configuring construction projects. Resources for developing WebVR include browsers with WebVR support, libraries like THREE.js, and demo applications to explore.
The document provides guidance for assistant producers on how to be effective in their role. It outlines key responsibilities including understanding the development discipline, creating realistic plans, building relationships with developers, facilitating communication, uncovering issues, driving solutions, tracking tasks and metrics, and asking self-reflective questions. The overall message is that assistant producers should help ensure developers can do their best work and help make the final game as high quality as possible.
Company of Heroes 2 (COH2) Rendering Technology: The cold facts of recreating...Daniel Barrero
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The document discusses the rendering technology used in 'Company of Heroes 2' to realistically depict winter environments, focusing on techniques for snow and ice rendering, including procedural generation, dynamic effects, and enhancement of ambient occlusion. It outlines challenges and solutions for achieving visual fidelity, such as texture painting, virtual extrusion for snow caps, and the integration of weather effects with optimized performance. The presentation highlights the transition from a forward to deferred rendering engine to support advanced graphical techniques necessary for the winter scene representation.
Gdc 14 bringing unreal engine 4 to open_glchangehee lee
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This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.
Bringing AAA graphics to mobile platforms
This document discusses techniques for bringing console-level graphics to mobile platforms using tile-based deferred rendering GPUs common in smartphones and tablets. It provides an overview of the architecture of tile-based mobile GPUs like ImgTec SGX and how they process vertices and pixels in tiles. It then discusses optimizations for mobile like using multi-sample anti-aliasing to reduce memory usage, form-fitting alpha blended geometry, and avoiding buffer restores and resolves. Specific rendering techniques like god rays and character shadows are explained.
This document discusses design and monetization strategies in free-to-play (F2P) games. It analyzes three types of F2P games: single-player, social multiplayer, and hardcore multiplayer games. For each type, it examines the player incentives, core gameplay mechanics, and monetization approaches that are commonly used. Across all game types, some lessons highlighted include making the casual experience complete but sub-optimal to encourage continued play, exploring hardcore player motivations for monetization opportunities, and leveraging the social aspects of gameplay through collaboration, competition and status.
Stone Librande discusses using paper simulations to understand the fundamental design principles of digital games. He instructs participants to select a digital game and remove its controller, sound, music and graphics to focus on its core gameplay. Participants are divided into groups and tasked with quickly prototyping the selected game using only pencils, index cards and dice. This allows designers to test how the game's aesthetics survive without technology. The process is intended to be fast, cheap and help designers understand existing games or keep them focused while developing new ones.
V8 is the JavaScript engine used in Google Chrome. It is open source and written in C++ with some parts implemented in embedded JavaScript. V8 uses just-in-time compilation, precise garbage collection, inline caching, and hidden classes to optimize performance. It supports 64-bit versions and has advantages like C-like syntax and bit operations. While documentation is limited, it allows embedding JavaScript in C++ applications and extending it with user libraries.
Mobile crossplatformchallenges siggraphchangehee lee
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The document discusses various challenges and solutions related to developing cross-platform games for iOS and Android. It covers differences in GPU architectures between platforms, techniques for handling different screen resolutions and texture formats, approaches for optimizing shaders, and strategies for minimizing overhead from the OpenGL ES 2.0 API. The document provides recommendations for areas like sorting geometry, using shader permutations, offloading work to the CPU, and leveraging new capabilities in OpenGL ES 3.0.
螳覦 螻殊 豕 蠍 企企 螳ロ 螳覦蠍 Stephen kennedy _(1140覿_103)changehee lee
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The document discusses techniques for robust versioning of serialized data across changes to data structures and classes. It proposes a snapshot-based versioning system that records how to update data between different snapshots by comparing metadata and defining update functions. This allows chaining updates between multiple previous versions to reach the current one without constraining design changes or requiring conditional logic based on version numbers.
The document discusses light pre-pass (LPP) rendering techniques for deferred shading. LPP involves splitting rendering into a geometry pass to store surface properties, a lighting pass to store lit scene data in a light buffer, and a final pass to combine the information. The document describes optimizations for LPP on various hardware, including techniques for efficient light culling and storing data. It also discusses approaches for implementing multisample anti-aliasing with LPP.
Windows to reality getting the most out of direct3 d 10 graphics in your gameschangehee lee
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The document discusses key areas for optimizing Direct3D 10 graphics performance in games, including using the debug layer, reducing draw calls, efficiently updating constant buffers, managing state objects, and following strict shader linkage rules. It provides tips such as splitting constants by frequency of update into multiple buffers to avoid redundant uploads, pre-creating all possible state objects, and using instancing to draw similar objects with a single draw call.
This document is a handbook for new employees at Valve that outlines the company's unique structure and culture. It discusses that Valve is self-funded, owns its intellectual property, and has a flat, non-hierarchical structure where employees can work on projects they choose. The handbook provides guidance for new hires on navigating their first day, month, and six months at Valve by choosing projects, getting feedback from peers, and focusing on growth over formal roles or titles. It emphasizes that hiring and bringing in talented people is extremely important to Valve's continued success.
This document provides an overview of considerations for AAA game art development. It discusses planning art technology and tools, setting up production teams, establishing quality standards, infrastructure needs like metadata and reporting tools, prioritizing efficiency and reuse, and managing information flow. The goal is to avoid mistakes and meet tight turnaround times for high budget next generation games.
25. Metal API
IOS8 覲伎企 襦 襷 API
Metal Programming Guide
Metal Shading Language
Metal Shading Language Guide
clang螻 LLVM も
Unreal ShaderCompileWorker襯
危 覦朱 り 覦!
一企 貉危朱螳 企朱 貉危 伎手..