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Showing posts from March, 2012

In-Depth: Light pre-pass renderer on iPhone

http://gamasutra.com/view/news/166839/InDepth_Light_prepass_renderer_on_iPhone.php

Android Socket create

Today, I wrote a demo program to test Android connect with PC.  theSocket = new Socket("192.168.0.1", 4444); 1. IP address must use this server's IP which is connected to the network, can't use 127.0.0.1 2. Attention! You must add uses-permission on the AndroidManifest.xml, the type of permission is " android.permission.INTERNET"

GDC 2012:「人生就是一場社交遊戲」《模擬市民社會》的成功秘訣

http://news.chinatimes.com/tech/171710/172012031300615.html

GDC 2012:Epic Games「用 Unreal Engine 4 開發新作中」

http://news.chinatimes.com/tech/171710/172012031300623.html

GDC 2012:「拋棄 Shiny 計畫」《英雄聯盟》據點攻略戰開發歷程

http://news.chinatimes.com/tech/171710/172012031300632.html

GDC 2012: Advanced Procedural Rendering in DX11

GDC 2012: Advanced Procedural Rendering in DX11 View more PowerPoint from smashflt

Depth test phase between OpenGL ES2.0 and DirectX

Image
OpenGL ES 2.0 and DirectX all define the depth test step after pixel shader stage, it will cause time consumption and memory usage, so that increase the power usage. Therefore, many mobile GPU vendors likes PowerVR, Nvidia attempt to adjust the graphics pipeline of these APIs. PowerVR provides Hidden-Surface-Removal(HSR) in tile-based-render and Nvidia's ultra low power( ULP) GeForce support the early depth test.  ULP GeForce's graphics pipeline  OpenGL ES2.0 pipeline Immediate Mode Render pipeline Tile-Based Render pipeline Reference: http://www.anandtech.com/show/4686/samsung-galaxy-s-2-international-review-the-best-redefined/15  http://www.anandtech.com/show/735/3 http://www.cg.tuwien.ac.at/courses/Seminar_Wissenschaftliches_Arbeiten/Misc/CGMobileDevices.pdf http://developer.apple.com/library/ios/#DOCUMENTATION/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLESPlatforms/OpenGLESPlatforms.html DirectX 9.0 graphics pipeline http://user.xmission.com/~