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
HUAWEI CLOUD Microservice Tool Improves Development EfficiencyHUAWEI CLOUD Microservice Tool Improves Development Efficiency Department: Application Platform Service Author: Wang Qijun Date: 2019-09-20 Security Level: Contents 1. Tool for Splitting Monolithic application-level formal verification Tool for Splitting Monolithic Applications into Microservices Improves Development Efficiency Supported processes Methodology • ThoughtWorks 5 Steps and 1 Phase • DDD aggregation splitting suggestion file Parse the code and collect SQL statements. Preprocessing during development: Use the Antlr4 to generate objects of parsing rules that are recognizable to Java, and embed0 码力 | 14 页 | 795.42 KB | 1 年前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
《Java 应用与开发》课程讲义 - 王晓东0 码力 | 330 页 | 6.54 MB | 1 年前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
Falcon v1.4.1 Documentationpip install ujson Installing the Falcon wheel is a great way to get up and running quickly in a development environment, but for an extra speed boost when deploying your application in production, Falcon example, 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 more about TDD, you may wish to check out one of the many books on the topic, such as Test Driven Development with Python. The examples in this particular book use the Django framework and even JavaScript0 码力 | 158 页 | 587.88 KB | 1 年前3
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