- 2011 - A trip through the Graphics Pipeline 2011
- 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
- 2020 - GPU ARCHITECTURE RESOURCES
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from maya import cmds | |
print(cmds.fileInfo("custom_note",q=True)) | |
cmds.fileInfo("custom_note", "test") | |
print(cmds.fileInfo("custom_note",q=True)) | |
# fileInfoだけ変更したのちにFile>SaveSceneを実行すると変更なしと判定されるので、差し支えなければcmds.fileで強制的に保存した方が良い | |
cmds.file(save=True) | |
# result: | |
# [] | |
# [u'test'] |
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 or Unity for their games (or that's what lot of people think) because d
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.Assertions; | |
public static class SerializedPropertyExtensions |