- Rendering Engine
- Support for Multiple Graphics APIs : OpenGL | Vulkan | DirectX12 | DirectX11 | Metal
- Content Export Pipeline : Create Maya/Max Plugins to export meshes based on Renderers needs. (Assimp Commercial Licence -> Pay)
- Texture Compression Libraries
- Material System : Artists Configure shaders, textures, parameters to import in game
- Game-side Manager of Models/Materials/Lights
- Good Visibility System (Frustum/Occlusion) (VisibilityBuffers?)
- Multi-Threded Submission System to reduce cost of submission to GPU
- Lighting/Shadow Rendering System
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Find: (\w*).Sample\((\w*) | |
Replace: texture(sampler2D($1, $2) |
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GPU Gems 1 - Chapter 23. Depth of Field: A Survey of Techniques | |
GPU Gems 2 | |
GPU Gems 3 - Chapter 28. Practical Post-Process Depth of Field | |
GPU Pro 1 - Realistic Depth of Field in Post-Production | |
GPU Pro 2 - Post-Proccessing Effects on Mobile Devices | |
GPU Pro 3 - | |
GPU Pro 4 - Images Space -> First Two Chapters | |
GPU Pro 5 - 241 - Bokeh Effects on The SPU | |
GPU Pro 6 - |
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#include <openssl/aes.h> | |
#include <openssl/evp.h> | |
#include <openssl/rsa.h> | |
#include <openssl/pem.h> | |
#include <openssl/ssl.h> | |
#include <openssl/bio.h> | |
#include <openssl/err.h> | |
#include <stdio.h> | |
#define KEY_LENGTH 2048 |
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// .4------5 4------5 4------5 4------5 4------5. | |
// .' | .'| /| /| | | |\ |\ |`. | `. | |
// 0---+--1' | 0-+----1 | 0------1 | 0----+-1 | `0--+---1 | |
// | | | | | | | | | | | | | | | | | | | |
// | ,6--+---7 | 6----+-7 6------7 6-+----7 | 6---+--7 | | |
// |.' | .' |/ |/ | | \| \| `. | `. | | |
// 2------3' 2------3 2------3 2------3 `2------3 |
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The Forge Unit Test Ideas: | |
- Real-Time Fluid Simulation | |
- Ambient Occlusion | |
- Volumetric Fog and Lighting | |
- Volumetric Light Effects | |
- Physically Based Clouds | |
- Subsurface scattering | |
- Volume Shadow / Shadow Maps | |
- Bump Mapping / Parallax Mapping / Displacement mapping | |
- Occlusion Culling (Visibility Test) |
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find . -mindepth 1 -maxdepth 2 -type d -print -exec git -C {} pull \; | |
pause |