Game Engine Architecture 13】的更多相关文章

[Game Engine Architecture 13] 1.describe an arbitrary signal x[n] as a linear combination of unit impulse. 每个信号都可以用 unit impulse 来表示,即原始的每一个数值 x[] 与 q[n-k] 的卷积和. 2.convolution(卷积) 下面公式被称为 convolution sum(卷积和): 3.Convolution in Continuous Time everyth…
[Game Engine Architecture 11] 1.three most-common techniques used in modern game engines. 1)Cel Animation 2)Rigid Hierarchical Animation 3)Per-Vertex Animation and Morph Targets 2.Cel Animation The precursor to all game animation techniques is known…
[Game Engine Architecture 10] 1.Full-Screen Antialiasing (FSAA) also known as super-sampled antialiasing (SSAA). the scene is rendered into a frame buffer that is larger than the actual screen. Once rendering of the frame is complete, the resulting o…
[Game Engine Architecture 9] 1.Formatted Output with OutputDebugString() int VDebugPrintF(const char* format, va_list argList) { ; static char s_buffer[MAX_CHARS]; int charsWritten = vsnprintf(s_buffer, MAX_CHARS, format, argList); // Now that we hav…
[Game Engine Architecture 8] 1.Differences across Operating Systems • UNIX uses a forward slash (/) as its path component separator, while DOS and older versions of Windows used a backslash (\) as the path separator. Recent versions of Windows allow…
[Game Engine Architecture 7] 1.SRT Transformations When a quaternion is combined with a translation vector and a scale factor (either a scalar for uniform scaling or a vector for nonuniform scaling), then we have a viable alternative to the 4 x 4 mat…
[Game Engine Architecture 6] 1.Data-Parallel Computations A GPU is a specialized coprocessor designed specifically to accelerate those computations that involve a high degree of data parallelism. It does so by combining SIMD parallelism (vectorized A…
[Game Engine Architecture 5] 1.Memory Ordering Semantics These mysterious and vexing problems can only occur on a multicore machine with a multilevel cache. A cache coherency protocol is a communication mechanism that permits cores to share data betw…
[Game Engine Architecture 4] 1.a model of multiple semi-independent flows of control simply matches the problem better than a single flow-of-control design. 2.There are two basic ways in which concurrent threads can communicate: • Message passing. Th…
[Game Engine Architecture 3] 1.Computing performance—typically measured in millions of instructions per second (MIPS) or floating-point operations per second (FLOPS)—has been improving at a staggeringly rapid and consistent rate over the past four de…