3D Graphics for Dummies3D Graphics for Dummies Significant content “borrowed” from Dan Chang @ Nintendo NTD “with permission” Chris Ryan CppCon 2021 github.com/ChrisR98008/CppCon20213 3D Graphics for Dummies4 3D Graphics Dummies5 3D Graphics for Dummies6 3D Graphics for Dummies7 3D Graphics for Dummies8 3D Graphics for Dummies9 3D Graphics for Dummies10 3D Graphics for Dummies11 3D Graphics for Dummies12 3D Graphics Graphics for Dummies13 3D Graphics for Dummies14 3D Graphics for Dummies15 3D Graphics for Dummies Winding / Right Hand Rule Fingers curled in the order of the points, thumb points up Counter clockwise0 码力 | 79 页 | 4.61 MB | 6 月前3
 Distributed Ranges: A Model for Building Distributed Data Structures, Algorithms, and Views0 码力 | 127 页 | 2.06 MB | 6 月前3
 C++ Memory Model: from C++11 to C++23Memory Model C++11 – C++23About Me: alex.dathskovsky@speedata.io www.linkedin.com/in/alexdathskovsky https://www.cppnext.comAlex Dathskovsky | alex.dathskovsky@speedata.io | www.linkedin.com/in/a0 码力 | 112 页 | 5.17 MB | 6 月前3
 Making Games Start Fast: A Story About Concurrencygame rules & databases 14Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 5.6s Wait: 1.2s CPU: 8.2s Wait: 1.4s CPU: 7.3s Wait: 0.8s (Old) Startup Profile 15Start Enumeration Read Localization Load Audio Load 2D Assets Load 3D Assets Load Game Databases CPU: 0.5s Wait: 0.6s CPU: 0.9s Wait: 1.4s CPU: 4.5s Wait: 0.2s "C:\game\dlcs\dlc001.zip", 1); PHYSFS_mount("/assets", "C:\user\mod\modXY.zip", 1);PhysFS Threading Model ◉ Designed in the early 2000s ◉ Mostly concerned about thread safety ◉ One big mutex to protect0 码力 | 76 页 | 2.22 MB | 6 月前3
 Better Code: Contractspractical the use of proof during design.' The style of presenting the data abstraction is via a model. Again, Hoare expresses 'amazement at the attention (the property-oriented approach) is still receiving utility for basic data types he comments that 'the complexities of application seem to require the model-based approach, which takes for granted the basic prop- erties of data and structures.' The idea Reserved. 134 About the artist Dan Zucco London-based 3D art and motion director Dan Zucco creates repeating 2D patterns and brings them to life as 3D animated loops. Inspired by architecture, music, modern0 码力 | 204 页 | 4.46 MB | 6 月前3
 BehaviorTree.CPP: Task Planning for Robots and Virtual Agentsrobots: locomotion algorithms, hardware design, simulation ○ Wheeled robots: navigation, localization, 3D perception ○ Robotic arms: control, motion planning ○ Tooling: logging, data visualization ● I it to the user. ● The “blackboard” is commonly used. We use a more explicit Input/Output ports model.Using ports class Multiply : public SyncActionNode { public: Multiply(const std::string& name execute multiple actions at the same time.Concurrency VS Parallelism BT.CPP uses a Concurrency model to execute Asynchronous Actions Parallelism ConcurrencyExamples: Reactive Nodes The tree on the0 码力 | 59 页 | 7.97 MB | 6 月前3
 Spanny 2: Rise of std::mdspansingle arm control auto bin_positions = /* read from json */; auto left_arm = /* create kinematic model of robot arm */; auto arbiter = arbiter_single{left_arm, std::make_unique("/dev/ttyACM0")}; queue are available // if the goal is allowed, do it task(goal, model_[0], left_state_, *hw_.at(model_[0].description).get()); // much more management code... } catch flexibility of C++ 115github.com/griswaldbrooks/spanny2 open source github.com/griswaldbrooks/spanny2 3d models on printables 116github.com/griswaldbrooks/spanny2 spanny will return… 117 QUESTIONS? 0 码力 | 117 页 | 2.02 MB | 6 月前3
 CppCon 2021: Persistent Data Structurescom/content/www/us/en/architecture- and-technology/optane-dc-persistent-memory.html, Accessed: 10-6-2021. [3] 3d nand stacking memory cells, https://www.atpinc.com/blog/3d- nand-ssd-sd-flash-memory-storage-what-is com/p/pl?d=NAND+SSD, Accessed: 10-7-2021. [12] Intel’s optane dimm price model, https: //thememoryguy.com/intels-optane-dimm-price-model/, Accessed: 10-7-2021. [13] Persistent Programming in Real Life 20190 码力 | 56 页 | 1.90 MB | 6 月前3
 Techniques to Optimise Multi-threaded Data Building During Game Developmentbuilding? • Differences from Game Code • Assumptions and Concepts 2. Techniques • Keep Threads Busy • 3D Caching • Optimise Sorting • Avoid Blocking Threads 3. Questions 2Three sections Background What Speaker notesCACHING STATIC WORLD DATA • Problems: ▪ Need to cache static world data for access using 3D coords ▪ Prevent tasks from duplicating IO and processing work • Usually use traditional spatial data from duplicating work - and code ▶ Traditionally use one of tree structures - recursively subdivide 3d space • K-D tree partitions by axially aligned plane • Octree into 8 octants surrounding centre point0 码力 | 99 页 | 2.40 MB | 6 月前3
 《深入浅出MFC》2/einformation、dynamic creation、persistence、document/view¡ K。 注2:此指message based、event driven 之programming model。 注3:此指message mapping、command routing ¡ K。 2 在技术层次上,唯MFC Internals 堪与本书比拟(本书附录A附有MFC Internals 以及整合开发环境,可以协助建立并除错各类型应用软件: 第㆓篇 欲善工事先利其器 226 � ATL COM(ActiveX Template Library Component Object Model) � ISAPI(Internet Server API)Extension Application � Win32 Static Library 图4-3 是VC++ 5.0 专业版安装完成后的程序群组,打开Win95 62. Message Reflection for Windows Controls 63. Debugging Internet Extension DLLs 64. Apartment-Model Threading in OLE Controls 65. Dual-Interface Support for OLE Automation Servers 66. Common MFC 30 码力 | 1009 页 | 11.08 MB | 1 年前3
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