1. What to Look for When Evaluating Middleware for Integration
- 미들웨어를 살 때, 어떤 걸 확인하면 되는지 목록을 만들어 놓았다.
- 목록
- Integration complexity and modularity
- memory management
- mass storage I/O access
- logging
- source code availability
- quality of source code
- platform portability
- licensing requirements
- cost
2. The Game Asset Pipeline
3. Volumetric Representation of Virtual Environments
5. Environment Sound Culling
10. Camera Centric Engine Design for Multithreaded Rendering
20. A Deferred Decal Rendering Technique
23. Dynamic Code Execution Hierarchies
- code execution hierarchies
- 실행 시점에 동적으로 트리를 구축.
- tree traversal로 실행.
- 코드로 실행 흐름을 파악하기 힘들고 디버깅이 어려운 단점이 있다.
- 요즘 유행인 모듈 그래프 구현에 잘 맞아떨어지겠다.
- shader, animation 그래프 에디터에 쓰는 그 모듈 그래프
- http://cafe.naver.com/shader/1357
24. Key-Value Dictionary
!review
Part I — Game Engine Design
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- High-Level Pathfinding
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- A GUI Framework and Presentation Layer
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- World’s Best Palettizer
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- 3D Stereoscopic Rendering: An Overview of Implementation Issues
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- A Multithreaded 3D Renderer
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- A GPU Managed Memory Pool
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- Precomputed 3D Velocity Field for Simulating Fluid Dynamics
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- Mesh Partitioning for Fun and Profit
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- Moments of Inertia for Common Shapes
Part II — Rendering Techniques
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- Physically-Based Outdoor Scene Lighting
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- Rendering Physically-Based Skyboxes
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- Motion Blur and the Velocity-Depth-Gradient Buffer
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- Fast Screen-space Ambient Occlusion and Indirect Lighting
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- Real-Time Character Dismemberment
Part III — Programming Methods
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- Multithreaded Object Models
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- Holistic Task Parallelism for Common Game Architecture Patterns
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- A Basic Scheduler
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- The Game State Observer Pattern
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- Fast Trigonometric Operations Using CORDIC Methods
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- Inter-Process Communication Based on Your Own RPC Subsystem