- 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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| package win32_winmd | |
| import windows "core:sys/windows" | |
| import win32 "core:sys/win32" | |
| import c "core:c" | |
| LARGE_INTEGER :: windows.LARGE_INTEGER; | |
| ULARGE_INTEGER :: u64; | |
| DWORD :: windows.DWORD; | |
| LONG :: windows.LONG; | |
| ULONG :: windows.ULONG; |
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| package main | |
| import "core:fmt" | |
| import "core:math" | |
| import "core:math/linalg" | |
| import rl "vendor:raylib" | |
| main :: proc() { | |
| rl.SetConfigFlags({.VSYNC_HINT, .WINDOW_RESIZABLE, .MSAA_4X_HINT}) | |
| rl.InitWindow(800, 600, "collision") |
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| package imgui_impl_raylib | |
| // Based on the raylib extras rlImGui: https://github.com/raylib-extras/rlImGui/blob/main/rlImGui.cpp | |
| /* Usage: | |
| import imgui_rl "imgui_impl_raylib" | |
| import imgui "../../odin-imgui" | |
| main :: proc() { | |
| rl.SetConfigFlags({ rl.ConfigFlag.WINDOW_RESIZABLE }) |
The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.
These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.
Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.
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| #!/usr/bin/env python3 | |
| # | |
| # Builds the SDL_shadercross tool and installs it locally. | |
| # | |
| # Prerequisites: | |
| # Python 3 | |
| # Git | |
| # C++ compiler | |
| # CMake | |
| # Ninja |