File I/O for Game Developers: Past, Present, and Future0 码力 | 64 页 | 2.69 MB | 6 月前3
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
Solving Nim by the Use of Machine Learning3 1.2 Hypothesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 Ethics 3 3 The Game Nim 4 3.1 Rules and How to Play It . . . . . . . . . . . . . . . . . . . . . . 4 3.2 Nimrod . . . 64 8.1.13 Stochastic Termination . . . . . . . . . . . . . . . . . . . 66 8.1.14 Playing the Game . . . . . . . . . . . . . . . . . . . . . . 66 8.2 Supervised Learning . . . . . . . . . . . . . Intro The game of Nim is rather old, how old is uncertain, but certainly over a hundred years old. It is also a pretty simple game, and it has a complete mathematical theorem, see “Nim, a game with a complete0 码力 | 109 页 | 6.58 MB | 1 年前3
Data Structures That Make Video Games Go RoundMade from scratch (no game engine). ● Short release cycle. ● Small, by modern standards.Today: ● 3D, Photorealistic, Physics based. ● Multi-threaded. ● Made with a game engine. ● Long development 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 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
Back to Basics: The Factory PatternUniversity in 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 University in 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 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
The Swift Programming Languagethe loop. statements } This example plays a simple game of Snakes and Ladders (also known as Chutes and Ladders): The rules of the game are as follows: The board has 25 squares, and the aim is the dotted arrow above. If your turn ends at the bottom of a ladder, you move up that ladder. The game board is represented by an array of Int values. Its size is based on a constant called finalSquare snake, you move down that snake. 10 square += board[square] 11 } 12 } 13 println("Game over!") This example uses a very simple approach to dice rolling. Instead of a random number generator0 码力 | 525 页 | 4.68 MB | 1 年前3
Falcon v1.4.1 Documentationexample, an event booking application may have resources such as “ticket” and “venue”, while a video game backend may have resources such as “achievements” and “player”. URLs provide a way for the client GET /game/ping GET /game/{game_id} POST /game/{game_id} GET /game/{game_id}/state POST /game/{game_id}/state We can break this down into three resources: Ping: GET /game/ping Game: GET /game/{game_id} /game/{game_id} POST /game/{game_id} GameState: GET /game/{game_id}/state POST /game/{game_id}/state GameState may be thought of as a sub-resource of Game. It is a distinct logical entity encapsulated within0 码力 | 158 页 | 587.88 KB | 1 年前3
Falcon v1.4.0 Documentationexample, an event booking application may have resources such as “ticket” and “venue”, while a video game backend may have resources such as “achievements” and “player”. URLs provide a way for the client GET /game/ping GET /game/{game_id} POST /game/{game_id} GET /game/{game_id}/state POST /game/{game_id}/state We can break this down into three resources: Ping: GET /game/ping Game: GET /game/{game_id} /game/{game_id} POST /game/{game_id} GameState: GET /game/{game_id}/state POST /game/{game_id}/state GameState may be thought of as a sub-resource of Game. It is a distinct logical entity encapsulated within0 码力 | 156 页 | 573.94 KB | 1 年前3
Falcon v1.4.1 Documentationexample, an event booking application may have resources such as “ticket” and “venue”, while a video game backend may have resources such as “achievements” and “player”. URLs provide a way for the client GET /game/ping GET /game/{game_id} POST /game/{game_id} GET /game/{game_id}/state POST /game/{game_id}/state We can break this down into three resources: Ping: GET /game/ping Game: GET /game/{game_id} /game/{game_id} POST /game/{game_id} GameState: GET /game/{game_id}/state POST /game/{game_id}/state GameState may be thought of as a sub-resource of Game. It is a distinct logical entity encapsulated within0 码力 | 156 页 | 574.46 KB | 1 年前3
Falcon v1.4.1-post-1 Documentationexample, an event booking application may have resources such as “ticket” and “venue”, while a video game backend may have resources such as “achievements” and “player”. URLs provide a way for the client schema: GET /game/ping GET /game/{game_id} POST /game/{game_id} GET /game/{game_id}/state POST /game/{game_id}/state We can break this down into three resources: Ping: GET /game/ping Game: GET GET /game/{game_id} POST /game/{game_id} GameState: GET /game/{game_id}/state POST /game/{game_id}/state GameState may be thought of as a sub-resource of Game. It is a distinct logical entity0 码力 | 229 页 | 273.39 KB | 1 年前3
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