- Designing a Modern GPU Interface by @BrookeHodgman
- Optimizing the Graphics Pipeline with Compute by @gwihlidal
- GPU Driven Rendering Pipelines by @SebAaltonen
- Destiny’s Multi-threaded Renderer Architecture by @Mirror2Mask
- Stingray Renderer Walkthrough by @tobias_persson
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/* | |
The MIT License (MIT) | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |
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public class ECSEntity | |
{ | |
public ArrayList Components; | |
public static ECSEntity Acquire () | |
{ | |
throw new System.NotImplementedException(); | |
ECSEntity retval = null; | |
return retval; | |
} |
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// Unity C# Cheat Sheet | |
// I made these examples for students with prior exerience working with C# and Unity. | |
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting |
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Shader "Unlit/DissolveEffectShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseTex ("Texture", 2D) = "white" {} | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
_EdgeColour1 ("Edge colour 1", Color) = (1.0, 1.0, 1.0, 1.0) | |
_EdgeColour2 ("Edge colour 2", Color) = (1.0, 1.0, 1.0, 1.0) | |
_Level ("Dissolution level", Range (0.0, 1.0)) = 0.1 |
This article has been updated and is available here.
Memory Optimization (Christer Ericson, GDC 2003)
http://realtimecollisiondetection.net/pubs/GDC03_Ericson_Memory_Optimization.ppt
Cache coherency primer (Fabian Giesen)
https://fgiesen.wordpress.com/2014/07/07/cache-coherency/
Code Clinic 2015: How to Write Code the Compiler Can Actually Optimize (Mike Acton)
http://gdcvault.com/play/1021866/Code-Clinic-2015-How-to
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/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude (quill18@quill18.com) | |
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 2015-04-16: Changed Pool to use a Stack generic. | |
/// | |
/// Usage: | |
/// |
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