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今年Gamefest的材料放得比较慢,之前公开过一小部分,直到现在才都公开。有兴趣的可以到Microsoft downloads直接用"gamefest 2011"搜索下载。 Chuck Walbourn的blog列举了一些Windows开发者感兴趣的主题,供大家参考: Performance How Valve Makes Games Better with XPerf (Windows Performance Toolkit) (US | Valve PDF Valve Code) Scaling Your Game to N Cores: A Deep Dive on Tasking (US UK) Direct3D Modern Texture Content Pipelines (US UK Code) Symbolic Differentiation in HLSL (US UK Examples) Tiled Resources for Xbox 360 and Direct3D 11 (US UK Code) Visual C++ Agile C++ Game Dev ...
From http://android-developers.blogspot.com/2011/11/updated-ndk-for-android-40.html Today we are releasing an updated version of the Android NDK, now in revision 7. The updated NDK lets developers who are using native code get started with the new native APIs available in Android 4.0. Android NDK r7 includes a number of build system improvements and bug fixes, but most importantly it gives you access to two new sets of APIs: Low-level streaming multimedia: A new API based on Khronos OpenMAX AL 1.0.1 provides a direct, efficient path for low-level streaming multimedia. The new path is ...
几个月以前我试着实现了第一个WebGL程序,但需要单独一个网页有点麻烦。能不能把WebGL代码嵌入Wordpress的帖子中呢? 答案是YES,只要把代码都放在<pre></pre>之间就可以了。下面就是一个例子: Your browser does not support the canvas. // // // 把canvas、js、vs、ps都用pre包起来之后,你就可以在Wordpress的帖子中看到WebGL渲染的结果了!注意canvas标签里面需要一行字,比如“Your browser does not support the canvas”,否则那个canvas可能会被Wordpress的编辑工具删掉。
From NVIDIA's newsletter: The first CUDA 4.1 release candidate (RC1) is now available to GPU Computing Registered Developers. This is a great opportunity to try the new compiler, enhanced libraries, and improved development tools we’ve added to the CUDA Toolkit for this release. We’re looking forward to hearing your experiences (good and bad) so we can make CUDA 4.1 the best release yet! Please login to download your copy of CUDA Toolkit 4.1 and updated SDK code samples. If you encounter any problems, please use the Bug Report link in your registered developer account. https://nvde ...
[zh] 本文的目的不是为了完整地把Python 3.2移植到Android,只是希望编译出能用在自己程序里的链接库。 完成boost 1.47的移植之后,下一个目标就是Python 3.2。目前Python只有2.6.2非官方地移植到了Android(见P4A),他们迟迟不开始移植3.x,主要原因是他们认为3.x没用-_-。看来这件事情只能自己做了。由于Python 3.x和之前的版本有着巨大的区别,其难度完全不可预测。 准备工作 需要下载 Python 3.2.0 Crystax's NDK r6 Cygwin P4A configure 按照linux平台的老习惯,很多配置是写在.in文件中,需要用configure来生成出对应的.c或者.h。这里需要特别注意的是,需要让configure用NDK的工具链: ./configure --host=a ...
From the new website of Kinect for Windows,Kinect for Windows SDK Beta 2 is released. The Kinect for Windows SDK gives developers easy access to the capabilities offered by the Microsoft Kinect device connected to computers running the Windows 7 operating system and Windows 8 Developer Preview. It includes drivers, rich APIs for raw sensor streams and human motion tracking, installation documents, and resource materials. It provides Kinect capabilities to developers who build applications with C++, C#, or Visual Basic by using Microsoft Visual Studio 2010. This SDK is designed for ...
[zh] 在PC上的C++开发中,boost已经很普遍。但对于Android这样的移动平台呢?由于KlayGE正在移植Android,作为依赖库之一的boost也必须移植过去。官方的boost并没有提供Android支持,看来得自己做了。 受MysticTreeGames的Boost-for-Android启发,我想用最新的Crystax NDK来编译boost 1.47。 准备工作 需要下载 boost 1.47 Crystax's NDK r6 MysticTreeGames的Boost-for-Android 补丁 首先,MysticTreeGames的补丁是基于boost 1.45和官方的NDK r5,在最新版上不一定能完美运作。因为有些源文件在1.45到1.47的过程中更改了,无法自动打上补丁。所以我手工地在原始的boost 1.47上根据补丁进行修改。其实不太难,因为只有12 ...
不经意间发现已经有很小一部分Gamefest 2011的演讲已经可以下载到了,包括: Modern Texture Content Pipelines (UK) Modern Texture Content Pipelines (US) Tiled Resources for Xbox 360 and Direct3D 11 (UK) 完整的列表早已公开,但还没提供下载链接。上面那三个(或者说两个)就当作先睹为快吧。 它们的代码分别也可以在这里和这里找到。
NVIDIA新发布了R285.62的WHQL驱动,从古老的GeForce 6到最新的500系列桌面和笔记本GPU,以及ION GPU都支持。这款驱动有针对Battlefield 3、Rage和Batman: Arkham City优化。 另外,R285.62支持OpenGL 4.2和OpenCL 1.1。3D Vision控制器的驱动也包含在里面了。 下载链接如下: 桌面显卡的R285.62 Win7 / Vista版 R285.62 Vista / Win7 64-bit R285.62 Vista / Win7 32-bit 笔记本显卡的R285.62 Win7 / Vista版 Verde (notebook) R285.62 Vista / Win7 64-bit Verde (notebook) R285.62 Vista / Win7 32-bit 桌面显卡的R285.58 WinXP版 R285.58 XP 64-bit R285.58 XP 32-bit
花了10分钟把ModelViewer中的GPU模型平滑处理从PN-Triangles改进成Phong Tessellation。平滑的效果很好,速度也提高了将近一倍。打开和关闭平滑模式的对比如下: [caption id="attachment_1450" align="aligncenter" width="600" caption="关闭Phong Tessellation的原始模式"][/caption] [caption id="attachment_1451" align="aligncenter" width="600" caption="打开Phong Tessellation的平滑模式"][/caption] 注意头部的棱角,打开Phong Tessellation后变成圆的了。 PN-Triangles需要在每个三角形patch的内部计算7个点的position和3个点的normal,并通过它们来二次插值出所有细分出来的顶点的position和normal。而Phong Tesse ...