- 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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using UnityEngine; | |
using UnityEngine.UI; | |
using TMPro; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
namespace Game | |
{ |
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// The idea is super simple: | |
// 1. Set rect transform to be moved to be children of target Rect. | |
// 2. As a children -> Set local position to 0,0,0 | |
// 3. Set parent of our transform to the old parent (again) | |
// | |
// This script is originally used for a HandTutorialObject, so that it points to correct UI Object. This is done because setting | |
// rectTransform.position proved to be incorrect when target Rect inside a LayoutGroup, ... etc. | |
using System.Collections; | |
using UnityEngine; |
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local SoulType = require(game.ReplicatedStorage.Shared.define.play).SpiritType | |
local UIConfigGlobal = { | |
} | |
UIConfigGlobal.StatsPanel = { | |
[SoulType.Red] = { | |
Name = "Hyper Star", | |
Color = Color3.fromRGB(255, 0, 127), |
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public static class SieveOfEratos { | |
private static int[] GenerateArray(int n) => Enumerable.Range(2, n-1).ToArray(); // generate from 2 -> n | |
private static bool[] GenerateArrayOfOnes(int n) => Enumerable.Repeat(true, n).ToArray(); | |
public static int[] SieveofEratosAlgorithm(int upperLimited) | |
{ | |
int[] allNumbers = GenerateArray(upperLimited); | |
bool[] allMarker = GenerateArrayOfOnes(allNumbers.Length); | |
int maxValue = allNumbers[allNumbers.Length - 1]; // last value (always the greatest) | |
for (int i = 0; i < allNumbers.Length; i++) |
List of freely available resources to study computer graphics programming.
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using Godot; | |
using System; | |
public abstract partial class BaseSingleton<T> : Node where T : Node | |
{ | |
private static T _instance = null; | |
public static T Instance => _instance; | |
// Called when the node enters the scene tree for the first time. | |
public override void _Ready() |
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import csv | |
def filter_and_print_columns(filename, column_names, filename_output): | |
""" | |
This function reads a CSV file, filters and prints data from specified columns. | |
Args: | |
filename: The path to the CSV file. | |
column_names: A list of column names to print data from. |
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public class Tool: EditorWindow | |
{ | |
[MenuItem("Tool/Create Prefab", false, -10)] | |
private static void CreatePrefab(UnityEditor.MenuCommand command) | |
{ | |
GameObject selectedOb = (GameObject)command.context; | |
Transform selectedTransform = selectedOb.transform; | |
GameObject rootObject = selectedTransform.root.gameObject; |
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func ParseStringToEnum(enum_type: Dictionary, string_value: String) -> int: | |
var clone = enum_type.duplicate() | |
var keys = clone.keys() | |
var index = keys.find(string_value) | |
if index != -1: | |
return index | |
else: | |
print("String not found in enum.") | |
return -1 | |
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