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Does not officially support project generator. They provide IDE files for each platform.
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Project can be found in `The-Forge\Examples_3\Unit_Tests\PC Visual Studio 2017\Unit_Tests.sln` set `Examples\01_Transformations` as startup project. Set build to DebugDx
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## By modifying directly the example
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Simply remove the content of the first .cpp and follow the tutorial
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## With a new Visual Studio project
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### Create a new project
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Right click and create new project
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Set the name to DebugDx or file won't be copied
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### Copy resources in local folder
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Shaders and GPUCfg in the same folder in src
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Add them with add existing files
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### Link Libraries
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In `Configuration Properties/VC++ Directories/Library Directories`
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# Introduction
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Explanation and examples of modern rendering techniques commonly used for game engines
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Explanation and examples of modern rendering techniques commonly used for game engines.
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```{tip}
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If you are on your phone consider browsing through this <a href="https://rendering-techniques.learn-computer-graphics.com/" target="_blank">link</a> for better performance.
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| --- | --- | --- |
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|[WebGL Fundamentals](https://webglfundamentals.org/)| - | Various tutorial on rendering techniques for WebGL 1 & 2 |
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|[Learn OpenGL](https://learnopengl.com/)|[Joey de Vries](http://joeydevries.com/)| Various tutorial on rendering techniques for OpenGL |
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|[Vulkan Tutorial](https://vulkan-tutorial.com/)|[Alexander Overvoorde](https://while.io/)| A step-by-step tutorial to use Vulkan |
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|[Advances in Real Time rendering](https://advances.realtimerendering.com/)| - | Slides and Videos from SigGraph conferences |
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|[Scratch A Pixel](https://www.scratchapixel.com/)| - | Tutorial on Computer Graphics theory |
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|[ID software tiago](https://twitter.com/idsoftwaretiago)|[Tiago Sousa](https://www.linkedin.com/in/tsousa/)| Lead rendering programmer at ID Software |
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|[PataBlog](https://patapom.com/blog/)| - | Rendering artisan on Dishonored 2 |
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|[Create the matrix](reatethematrix.blogspot.com)|[Anoop Ravi Thomas](https://twitter.com/createthematrix)| Senior Graphics Programmer at Rockstar San Diego |
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|[Game Art Tricks](https://simonschreibt.de/)|[Simon Schreibt](https://linktr.ee/simonschreibt)| VFX artist at Wild Sheep Studio in Montpellier France |
|[How Unreal renders a frame](https://interplayoflight.wordpress.com/2017/10/25/how-unreal-renders-a-frame/)| Kostas Anagnostou ||
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|[Data driven rendering pipeline](https://jorenjoestar.github.io/post/data_driven_rendering_pipeline/)| Gabriel Sassone ||
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### Videos
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#### Youtube channels
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| Name | Author | Description |
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| --- | --- | --- |
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|[SketchPunkLabs - Learn WebGL](https://www.youtube.com/channel/UCSnyjB_8iVxi2ZAfn_1L6tA)| - | Various tutorials on rendering techniques with WebGL |
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|[GDC Vault](https://www.gdcvault.com/free)| - | Many conferences from professionals in the game industry |
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|[The Cherno](https://www.youtube.com/channel/UCQ-W1KE9EYfdxhL6S4twUNw)| - | Various videos on programming and graphics programming with content on OpenGL |
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|[ChiliTomatoNoodle](https://www.youtube.com/user/ChiliTomatoNoodle)| - | Various videos on programming and graphics programming with content on DirectX |
|[GDC - Multithreading Destiny](https://www.youtube.com/watch?v=v2Q_zHG3vqg)| GDC 2015 talk by Barry Genova from Bungie | Destiny datum array accessed with handles, so there is no copy (maybe only on the rendering side, because it is not in sync with the simulation). Check at 29 min<br/><br/>Read and writes are declared with a policy, and a check is done between the jobs to check if the policies are compatible before the task starts.<br/><br/>If it is not, there is an assert and you need to review the way it is structured :<br/>- Start after the end of the overlap (dependency)<br/>- Copy data / cache data<br/>- Queue messages so that the overlapping action is taken latter<br/>- Change algorithm<br/><br/>Those checks are built-out in release. They call it the "Execution Environment" |
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