- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| tool | |
| extends EditorScript | |
| # ------------------HOW TO USE------------------------- | |
| # CONFIGURE CONSTANTS TO AUTOGENERATE THE TILESET SCENE | |
| # ----------------------------------------------------- | |
| # PATH TO TEXTURE FILE |
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| <!DOCTYPE html> | |
| <html prefix="og: http://ogp.me/ns#"> | |
| <head> | |
| <!-- content-type, which overrides http equivalent header. Because of charset, this meta should be set at first. --> | |
| <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> | |
| <!-- Overrides http equivalent header. This tells IE to use the most updated engine. --> | |
| <meta http-equiv="X-UA-Compatible" content="IE=Edge"> | |
| <!-- Tells crawlers how to crawl this page, and the role of this page. https://developer.mozilla.org/en-US/docs/Web/HTML/Element/meta --> | |
| <meta name="robots" content="index, follow"> |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
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](https:
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| /// minimal example of adding a custom render pipeline in bevy 0.11. | |
| /// | |
| /// When this example runs, you should only see a blue screen. There are no | |
| /// vertex buffers, or anything else in this example. Effectively it is | |
| /// shader-toy written in bevy. | |
| /// | |
| /// This revision adds a post-processing node to the RenderGraph to | |
| /// execute the shader. Thanks to @Jasmine on the bevy discord for | |
| /// suggesting I take a second look at the bevy post-processing example | |
| /// |
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| # To use (with Unity) | |
| # 1. Build the Android APK | |
| # 2. Unzip the apk to a folder | |
| # 3. Locate the libs folder, normally - "\lib\arm64-v8a" | |
| # 4. run script in the folder, a .csv will be generated | |
| # 5. Check the last entry for each .so entry: | |
| # - 1000 - NOT compliant | |
| # - 4000 - 16kb Compliant | |
| param( |
