typestatusdateslugsummarytagscategoryiconpassword图形学地表最强 Contact Shadow:Inside Bend: Screen Space Shadows - Bend StudioWith over 25 years of experience, Bend Studio is a Sony first-party AAA game developer, located at the base of Oregon’s beautiful Cascade Mountains.https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/C++Serializing structs with C++17 structured bindingsSerializing data in C++ is a surprisingly difficult problem. There are many libraries for it with varying degrees of finesse, power and ease...https://playfulprogramming.blogspot.com/2016/12/serializing-structs-with-c17-structured.html游戏引擎基于 Archetype 的 ECS 框架设计思路:Building an ECS: Storage in PicturesA visual deep dive into the internals of an Entity Component Systemhttps://ajmmertens.medium.com/building-an-ecs-storage-in-pictures-642b8bfd6e04 物理:PhysX——GJK && EPA - 物理引擎 - 学习 | 个人博客 = 鑫酱 = 笔记本GJK 用来计算物体间的最短碰撞距离,而 EPA 用于计算物体发生嵌入的最短脱离距离,通过 GJK 和 EPA 可以知道物体是否嵌入,还需要运动多久发生碰撞。https://hakuya.me/learning/physx/PhysX%E2%80%94%E2%80%94GJK%20&&%20EPA/ RenderGraph:FrameGraph: Extensible Rendering Architecture in FrostbiteThis talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all...https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-inUnrealPython 开发环境:dev.epicgames.comhttps://dev.epicgames.com/community/learning/knowledge-base/VZP0/unreal-engine-setting-up-autocomplete-for-editor-python-scripting 角色移动组件(CharacterMoevementComponent,CMC)分析:zhuanlan.zhihu.comhttps://zhuanlan.zhihu.com/p/33529865zhuanlan.zhihu.comhttps://zhuanlan.zhihu.com/p/650314172zhuanlan.zhihu.comhttps://zhuanlan.zhihu.com/p/534370994zhuanlan.zhihu.comhttps://zhuanlan.zhihu.com/p/534439994 Gameplay Ability System(GAS)系统分析:zhuanlan.zhihu.comhttps://zhuanlan.zhihu.com/p/486808688 UE4 渲染模块解析:Unreal Engine 4 Rendering Part 1: IntroductionLearning to write custom shaders!https://medium.com/@lordned/unreal-engine-4-rendering-overview-part-1-c47f2da65346Unreal Engine 4 Rendering Part 2: Shaders and Vertex DataHow our C++ code is linked to our GPU code, and how we format the data to put on the GPU.https://medium.com/@lordned/unreal-engine-4-rendering-part-2-shaders-and-vertex-data-80317e1ae5f3Unreal Engine 4 Rendering Part 3: Drawing PoliciesHow the engine chooses shaders and draw orderhttps://medium.com/@lordned/unreal-engine-4-rendering-part-3-drawing-policies-89bb1a3c641bUnreal Engine 4 Rendering Part 4: The Deferred Shading PipelineLooking at the deferred shading base pass shadershttps://medium.com/@lordned/unreal-engine-4-rendering-part-4-the-deferred-shading-pipeline-389fc0175789Unreal Engine 4 Rendering Part 5: Shader PermutationsReducing shader permutations to make testing and iteration faster!https://medium.com/@lordned/unreal-engine-4-rendering-part-5-shader-permutations-2b975e503dd4Unreal Engine 4 Rendering Part 6: Adding a new Shading ModelAdding a new Shading Modelhttps://medium.com/@lordned/ue4-rendering-part-6-adding-a-new-shading-model-e2972b40d72dmacOSHomebrew 配置:homebrew | 镜像站使用帮助 | 清华大学开源软件镜像站 | Tsinghua Open Source Mirrorhomebrew 使用帮助 | 镜像站使用帮助 | 清华大学开源软件镜像站,致力于为国内和校内用户提供高质量的开源软件镜像、Linux 镜像源服务,帮助用户更方便地获取开源软件。本镜像站由清华大学 TUNA 协会负责运行维护。https://mirrors.tuna.tsinghua.edu.cn/help/homebrew/上一篇地表最强 Contact Shadow下一篇使用 TMate 调试 Github Actions下一篇使用 TMate 调试 Github Actions