The document discusses strategies for practical multi-core game programming. It covers approaches like bulk synchronous processing (BSP), communicating sequential processing (CSP), and task pools. It also discusses concepts like input/output handling, CPU scheduling, and context switching. Specific techniques mentioned include IO completion ports, peer-to-peer messaging, lock-free queues, and using a task pool with prioritized jobs to optimize multi-threaded work distribution across CPU cores.
The document discusses strategies for practical multi-core game programming. It covers approaches like bulk synchronous processing (BSP), communicating sequential processing (CSP), and task pools. It also discusses concepts like input/output handling, CPU scheduling, and context switching. Specific techniques mentioned include IO completion ports, peer-to-peer messaging, lock-free queues, and using a task pool with prioritized jobs to optimize multi-threaded work distribution across CPU cores.
DXT is a common texture compression format used for 3D graphics. It supports DXT1, DXT3, and DXT5 formats. DXT1 stores color data for 4x4 pixel blocks using 8 bits and interpolates colors to save storage. DXT3 adds an alpha channel. DXT5 stores alpha channel values separately for each pixel to improve transparency rendering quality. DXT compression is widely used due to its good compression ratio and support across graphics hardware and APIs.
This document provides an overview of physics engine usage for game physics programming. It introduces key concepts in physics such as kinematics, calculus, and numeric solutions. It also summarizes the Box2D and PhysX physics engines, including collision detection methods, constraints, joints and example code reviews. The goal is to provide background information for implementing physics in games without focusing on specific implementation details.
This document discusses the wxWidgets GUI toolkit. It provides instructions on downloading and installing wxWidgets using Visual Studio 2005, and gives an overview of some of the main classes and functionality provided by wxWidgets, including widgets for common GUI elements, support for menus, layout, drawing, and events. It also provides details on linking libraries and using macros for declaring event tables when creating wxWidgets applications.
DXT is a common texture compression format used for 3D graphics. It supports DXT1, DXT3, and DXT5 formats. DXT1 stores color data for 4x4 pixel blocks using 8 bits and interpolates colors to save storage. DXT3 adds an alpha channel. DXT5 stores alpha channel values separately for each pixel to improve transparency rendering quality. DXT compression is widely used due to its good compression ratio and support across graphics hardware and APIs.
This document provides an overview of physics engine usage for game physics programming. It introduces key concepts in physics such as kinematics, calculus, and numeric solutions. It also summarizes the Box2D and PhysX physics engines, including collision detection methods, constraints, joints and example code reviews. The goal is to provide background information for implementing physics in games without focusing on specific implementation details.
This document discusses the wxWidgets GUI toolkit. It provides instructions on downloading and installing wxWidgets using Visual Studio 2005, and gives an overview of some of the main classes and functionality provided by wxWidgets, including widgets for common GUI elements, support for menus, layout, drawing, and events. It also provides details on linking libraries and using macros for declaring event tables when creating wxWidgets applications.
The document discusses global illumination techniques, including direct illumination, indirect illumination, radiosity, and photon mapping. Radiosity involves subdividing surfaces into patches and calculating light transport between patches. It was introduced in 1984. Photon mapping is a two-pass Monte Carlo method where photons are traced in the first pass to construct a photon map, which is then used in the second pass for rendering. It was introduced in 1995 and uses techniques like Russian roulette. Both radiosity and photon mapping can be used to simulate indirect illumination in games and productions.