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Showing posts from September, 2010

Deferred Rendering

Deferred Shading - nvidia http://developer.nvidia.com/object/6800_leagues_deferred_shading.html   Deferred Rendering Demystified http://www.gamedev.net/reference/programming/features/defRender/ Deferred Shading http://www.3dvia.com/studio/documentation/user-manual/shaders/deferred-shading G-buffer , Geometry Buffer (Saito and Takahashi 1990)

Mac OS VMware

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       為了評估以後我到底想不想要買MacBook,我決定先在我的PC上安裝MacOS試用看看,最方便的方法就是透過安裝VMware,詳細安裝方式如以下連結: http://junclj.blogspot.com/2010/02/vmware-workstation-70mac-os-x-snow.html       直得留意的是一些需要傳到Mac上面執行的安裝檔,例如audio driver,都要透過PC端設定的VMware share folder來放置。       最後竟然網路不需要設定就可以使用,真是讓我驚訝!! 音樂、影片只要檔案格式允許的話都可以播放,比較可惜的是畢竟VM的效能有限,還是沒辦法一對一同步...以下為成功畫面:

Game Rendering Papers

Game Rendering: http://www.gamerendering.com/2008/11/01/deferred-lightning/ Beyond3D: http://www.beyond3d.com/content/articles/19/9

Dive Into Python 3

http://diveintopython3.org/ 網頁版的Dive Into Python 3

reference to pointer

void GetData( sFOO *&fooIn ) {     char *pCH = "ABC";     sFOO *lPoo = new sFOO();     memcpy( lPoo->foo, pCH, strlen(pCH));         fooIn = lPoo; }; int _tmain(int argc, _TCHAR* argv[]) { sFOO  *lpFOO = XE_NULL;     GetData( lpFOO );  } void GetData( sFOO *&fooIn ) {     char *pCH = "ABC";     sFOO lPoo;// = new sFOO();     memcpy( lPoo.foo, pCH, strlen(pCH));         *fooIn = lPoo; }; int _tmain(int argc, _TCHAR* argv[]) {     sFOO    Foo;     sFOO  *lpFOO = &Foo; //= XE_NULL;     GetData( lpFOO );  }

The Mono runtime

The Mono runtime engine provides a Just-in-Time compiler (JIT), an Ahead-of-Time compiler (AOT) Mono has both an optimizing just-in-time (JIT) runtime and a interpreter runtime. The interpreter runtime is far less complex and is primarily used in the early stages before a JIT version for that architecture is constructed. The interpreter is not supported on architectures where the JIT has been ported. The idea is to allow developers to pre-compile their code to native code to reduce startup time, and the working set that is used at runtime in the just-in-time compiler. When an assembly (a Mono/.NET executable) is installed in the system, it is then be possible to pre-compile the code, and have the JIT compiler tune the generated code to the particular CPU on which the software is installed. The code produced by Mono's ahead-of-time compiler is Position Independent Code (PIC) which tends to be a bit slower than regular JITed code, but what you loose in

Computer Language Benchmarks Game

http://shootout.alioth.debian.org/u64/benchmark.php?test=all&lang=csharp&lang2=v8