- 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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| What is some existing documentation on Linux memory management? | |
| Ulrich Drepper (the ex-glibc maintainer) wrote an article series called | |
| "What every programmer should know about memory": | |
| Part 1: http://lwn.net/Articles/250967/ | |
| Part 2: http://lwn.net/Articles/252125/ | |
| Part 3: http://lwn.net/Articles/253361/ | |
| Part 4: http://lwn.net/Articles/254445/ | |
| Part 5: http://lwn.net/Articles/255364/ |
- 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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| #include <GLFW/glfw3.h> | |
| #include <yoga/Yoga.h> | |
| #include <stdlib.h> | |
| int main(void) | |
| { | |
| GLFWwindow* window; | |
| /* Initialize the library */ | |
| if (!glfwInit()) |
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| /* | |
| * C11 <threads.h> emulation library | |
| * | |
| * (C) Copyright yohhoy 2012. | |
| * Distributed under the Boost Software License, Version 1.0. | |
| * (See copy at http://www.boost.org/LICENSE_1_0.txt) | |
| */ | |
| #ifndef EMULATED_THREADS_H_INCLUDED_ | |
| #define EMULATED_THREADS_H_INCLUDED_ | |