- 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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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.