Destiny's Multithreaded Rendering Architecture
推荐理由
I think this is the video the parent mentioned, in case anyone is interested
引用ufo · 原文
说明
这是2015年由GDC Festival of Gaming发布的一部演讲,主题归在Game programming & engines。它讲的是multithreaded game rendering这一支里的具体问题,而不是把整个领域扫一遍。适合想看推导、证明或实现细节的人。内容上可以概括成:A GDC 2015 talk in which Natalya Tatarchuk describes the multithreaded renderer Bungie built for Destiny. It covers the low-latency architecture across platforms, its successes and its challenges.这些读者给出的理由,核心是:HN commenters cite it as the go-to talk on a job-system-based multithreaded game engine architecture.讲法不绑某一条新闻,过几年仍然可以当材料看。从2015年到2020年,有0位不同的读者在0个不同月份把它推荐出来,其中明确叫别人去看的有0次。适合一次性看完。讲者把一个判断讲透,演示是在给这个判断配例子。如果已经会了基本定义,就把注意力放在它怎么把multithreaded game rendering变成能跟着复述的例子。
视频信息
- 频道
- GDC Festival of Gaming
- 时长
- 1 小时 6 分
- 发布年份
- 2015
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