Spieleentwicklung

Adaptive Volumetric Shadow Maps

Adaptive Volumetric Shadow Maps use a new technique that allows a developer to generate real-time adaptively sampled shadow representations for transmittance through volumetric media.  This new data structure and technique allows for generation of dynamic, self-shadowed volumetric media in realtime rendering engines using today’s DirectX 11 hardware.

Programmable Blend with Pixel Shader Ordering


 

Introduction

Pixel Shader Ordering is a graphics extension that Intel has implemented for 4th Generation Intel® Core™ processors with Iris™ and Iris™ Pro graphics. Pixel Shader Ordering guarantees ordered access to unordered access view resources from a pixel shader. This sample demonstrates how to use Pixel Shader Ordering to perform blending in a pixel shader without using fixed function blending.

Developers and Facebook: New Emphasis on Games and Discovery

This week at GDC, there was some good news from the Facebook games and product teams for developers who integrate Facebook into their apps, including a renewed focus on games, a Developer Center targeted at game developers, and user stats. A few of the more interesting stats announced include:

Software Occlusion Culling Update

This is an update to the Software Occlusion Culling sample. This update consists of new features and optimizations which have reduced the total cull time and the total frame time by a factor of 4X and 2X respectively. Below is a screen shot of the updated sample.

Here is a list of the new features / updates that are included in this version of the sample:

游戏服务器之 Timer 计时器(定时器)动态链接库【超联网】

对于游戏服务器而言,计时器(每个多长时间触发一次)和定时器(定点触发)是不可或缺的一个组件。而计时器和定时器的做法又有很多种,我大致将其分成3中:

1,非线程实现计时器和定时器;

2,单线程实现计时器和定时器;

3,多线程实现计时器和定时器;

三种计时器的实现基本原理大致相同,运用时间戳GetTickCount()比较,Sleep等待,WaitForSingleObject等待。

本人为了使用方便,将此计时器进行了DLL封装。只对上面两种计时器进行了封装,本人不看好多线程计时器,所以没有做。因为计时器的cup消耗很低,而多线程计时器启动的多个线程的之间的线程切换会消耗很多cup。

3D 服务器端以向量计算为主的角色位置的算法

3D服务器端玩家行走处理是服务器端根据客户端行走路径、玩家行走时间以及速度(包括变化速度)计算得出玩家的当前位置。

由于客户端行走是一条路径,不使用2D中的格子计算算法,未能高效的获取角色的当前位置,运用玩家行走路径,行走速度,行走时间这些已量,进行计算玩家的当前精确位置。由于3D游戏中的点为xyz的空间点,所以牵连的计算为3维向量计算。

空间两点距离计算公式为:

玩家在某条线段上的坐标x:

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