- Emil Persson @Humus
- Matt Pettineo @mynameismjp
| // simplygon_minimal_example.cpp | |
| #define WIN32_LEAN_AND_MEAN | |
| #include <fstream> | |
| #include <cassert> | |
| #include <cstdio> | |
| #include <cstdint> | |
| #include <vector> | |
| #include <string> | |
| #include <windows.h> | |
| #include <tchar.h> |
| local MockTree = {} | |
| local function addJointEdge(joints, joint, me, other) | |
| local edgeList = joints[me] | |
| if not edgeList then | |
| edgeList = {} | |
| joints[me] = edgeList | |
| end | |
| table.insert(edgeList, {joint, other}) | |
| end |
Memory Optimization (Christer Ericson, GDC 2003)
http://realtimecollisiondetection.net/pubs/GDC03_Ericson_Memory_Optimization.ppt
Cache coherency primer (Fabian Giesen)
https://fgiesen.wordpress.com/2014/07/07/cache-coherency/
Code Clinic 2015: How to Write Code the Compiler Can Actually Optimize (Mike Acton)
http://gdcvault.com/play/1021866/Code-Clinic-2015-How-to
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
| #ifdef _WIN32 | |
| // Use discrete GPU by default. | |
| extern "C" { | |
| // http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf | |
| __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; | |
| | |
| // http://developer.amd.com/community/blog/2015/10/02/amd-enduro-system-for-developers/ | |
| __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; | |
| } | |
| #endif |
| #ifdef _WIN32 | |
| // Use discrete GPU by default. | |
| extern "C" { | |
| // http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf | |
| __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; | |
| | |
| // http://developer.amd.com/community/blog/2015/10/02/amd-enduro-system-for-developers/ | |
| __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; | |
| } | |
| #endif |
An inline image version of Matt Walker's translation of CEDEC 2017 talks by Nintendo. (I've added italic content.)
Covers four talks:
- Field Level Design in "The Legend of Zelda: Breath of the Wild" ~ Hydral Earth Created
- The Aim of BotW’s UI — Immersive, Impressionable UI
- The Open Air Sound Playing a Massive, Breathing World
- BotW Project Management — Seamless from Prototype to Final Product!
