cps := 30
return ; End of auto-execute
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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 |
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# 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 |
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/* | |
* 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) |
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# 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: | |
# |
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[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) |
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.