- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| using System; | |
| using UnityEngine; | |
| public enum ValueType { Int, Float, Bool, String, Vector3 } | |
| [Serializable] | |
| public struct AnyValue { | |
| public ValueType type; | |
| // Storage for different types of values |
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| using UnityEditor; | |
| using UnityEngine; | |
| public class SnapRectTransformAnchorsToCorners : MonoBehaviour | |
| { | |
| [MenuItem("CONTEXT/RectTransform/Snap Anchors To Corners", priority = 50)] | |
| private static void Execute(MenuCommand command) | |
| { | |
| RectTransform rectTransform = command.context as RectTransform; | |
| RectTransform parent = rectTransform.parent as RectTransform; |
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| using System; | |
| using UnityEngine; | |
| using UnityEngine.Tilemaps; | |
| using Random = UnityEngine.Random; | |
| public class PlayerAnimator : MonoBehaviour { | |
| [SerializeField] private float _minImpactForce = 20; | |
| // Anim times can be gathered from the state itself, but | |
| // for the simplicity of the video... |
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| ig.module( | |
| 'game.entities.square' | |
| ) | |
| .requires( | |
| 'impact.entity' | |
| ) | |
| .defines(function(){ | |
| EntitySquare = ig.Entity.extend({ |
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| ig.module( | |
| 'game.plugins.camera' | |
| ) | |
| .requires( | |
| 'impact.game', | |
| 'impact.image' | |
| ) | |
| .defines(function () { |
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| impact3D = {}; | |
| impact3D.models = impact3D.models || {}; | |
| impact3D.entities = impact3D.entities || {}; | |
| impact3D.player = impact3D.player || {}; | |
| impact3D.scene = null; | |
| impact3D.updateCount = 0; | |
| impact3D.init = function(scene) | |
| { | |
| console.log(" ***impact3D Init *** "); |