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Parallelizing the Naughty Dog engine using fibers by Christian Gyrling
http://www.swedishcoding.com/wp-content/uploads/2015/03/parallelizing_the_naughty_dog_engine_using_fibers.pdf
id Tech 5 Challenges
From Texture Virtualization to Massive Parallelization by J.M.P. van Waveren
http://s09.idav.ucdavis.edu/talks/05-JP_id_Tech_5_Challenges.pdf
Doom3 BFG Source Code Review: Multi-threading by Fabien Sanglard
# Unix (Terminal)
open -a "Google Chrome" --args --disable-gpu-vsync --disable-frame-rate-limit
# Windows (Command prompt)
start chrome --args --disable-gpu-vsync --disable-frame-rate-limit
@simonbroggi
simonbroggi / AmbientOcclusionDirection.osl
Created November 22, 2019 11:01
Calculates AO and the average direction where the ambient light came from.
/*
* Ambient Occlusion and Direction.
*
* Calculates AO and the average direction where the ambient light came from.
*
* Original AO code from https://github.com/sambler/osl-shaders/blob/master/ramps/BaAmbientOcclusion/BaAmbientOcclusion.osl
*
*/
void rng_seed(output int rng, int seed)
@NovemberDev
NovemberDev / godot_async_scene_loader.gd
Last active February 10, 2024 22:57
Asynchronously loads scenes in godot
# Loads a scene in the background using a seperate thread and a queue.
# Foreach new scene there will be an instance of ResourceInteractiveLoader
# that will raise an on_scene_loaded event once the scene has been loaded.
# Hooking the on_progress event will give you the current progress of any
# scene that is being processed in realtime. The loader also uses caching
# to avoid duplicate loading of scenes and it will prevent loading the
# same scene multiple times concurrently.
#
# Sample usage:
#
@anonymous1184
anonymous1184 / AutoClickers.md
Last active February 26, 2024 04:29
Auto-Clickers

Auto-Clickers

Toggle + Click & Hold (loop)

cps := 30

return ; End of auto-execute
@passivestar
passivestar / Editor.tres
Last active October 23, 2024 19:30
Godot editor theme
[gd_resource type="Theme" load_steps=12 format=3 uid="uid://7bvxnk5n5imx"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_6h42l"]
content_margin_left = 10.5
content_margin_top = 8.75
content_margin_right = 10.5
content_margin_bottom = 8.75
bg_color = Color(0.117647, 0.117647, 0.117647, 1)
draw_center = false
border_color = Color(1, 1, 1, 0.137255)
@reduz
reduz / GPU_driven_renderer.md
Last active November 12, 2024 21:34
GPU Driven Renderer for Godot 4.x

GPU Driven renderer design for Godot 4.x

Goals:

The main goal is to implement a GPU driven renderer for Godot 4.x. This is a renderer that happens entirely on GPU (no CPU Dispatches during opaque pass).

Additionally, this is a renderer that relies exclusively on raytracing (and a base raster pass aided by raytracing).

It is important to make a note that we dont want to implement a GPU driven renderer similar to that of AAA/Unreal, as example.