![]() ![]() Today marks another important achievement for us:ĭoom & Destiny WORLDS, the third chapter of the Doom & Destiny series, It's thanks to you fans that we are still here today, after all this time MikeAdv,Īnd we hope to be albe to do this 'till we run out of "extra life" darkeid darkeid darkeidīut celebrations don't end here. ![]() That's why we want to let everyone enjoy for free, even if only for a weekend, Doom & Destiny and Doom & Destiny Advanced here on Steam! This means two things: first, the we are getting OLD FrancisAdv, second, that we wanted to celebrate with you that achievement PizzaAdvĪnd what better way to celebrate than having a big-ass party with as many people as possible mybeer mypizza mybeer We can't believe it, but 10 years ago, on August 26, 2011, Doom & Destiny was released for the very first time on XBox 360 fsm Nigel's Shirt will correctly appear in the handbooks unlocks (thanks ilya0smirnov0)ĭoom & Destiny Advanced and Doom & Destiny FREE Weekend!!! Now the particle generators will correctly pause if the battle is paused ![]() ![]() Fixed out of memory crash if game was paused for a long time during a battle with particle effects Thank you everyone for the continuous feedback! Distributed by a MIT license.Added Keyboard and Gamepad customization options. A lot of vulkan related articles.Ĭopyright © 2020 Victor Blanco. From the same devs as bitsquid/stingray, their next development blog. Bitsquid engine blog Blog of game engine development by the developers of Bitsquid/Stingray game engine.TheMaister blog Low level graphics programming blog.Nvidia gameworks Nvidia graphics resources and blogposts/tutorials.GPU Open AMD graphics resources and blogposts.Vulkan GPU Info Database of specifications for the different GPU vulkan implementations.Vulkan Spec Highly necessary resource for information about the API.Intel GPA Profiler and debugger from Intel.More advanced and modern than the quake 1 port. Uses very advanced draw indirect and mesh shader techniques to render huge object counts. Small vulkan-first rendering engine built on stream. Very useful to see how can one abstract vulkan. Minimal simplification layer on top of vulkan. Newer samples, has tutorials about specific ways of implementing things well. Great set of vulkan samples, with a lot of features implemented on them. Slides by AMD talking about common errors by vulkan implementations and how to do them right. Best practises when using vulkan and directx12 for high performance games. Also talks about how NVidia gpus execute vulkan. GPU Driven Rendering, NVidia How to use vulkan to do very high object counts for CAD.How vulkan structures map to the AMD GPUs, and whats the fastest approach to use. Goes with the graphics study where the exact details are shown. Doom Eternal engine architecture, bleeding edge Vulkan usage. Rendering the Hellscape of Doom Eternal.The Devil is in the details Talk about the Doom 2016 render engine.Talks about the design and general architecture of the game engine for the game Destiny. Destiny’s Multithreaded Rendering Architecture.High level overview of good design choices and practices on a Vulkan game engine. Best in class documentation about high performance PBR lighting shaders. Recomended you try to go through its chapters but using vulkan instead. While we use vulkan, this tutorial talks a lot more about graphics programming basics such as graphics pipeline, transformation math, and lighting techniques. Goes a lot more into detail on vulkan initialization, also talks about things we don’t do here. The most popular vulkan tutorial on the internet. This guide does not cover everything you could need, so this is a compilation of high quality vulkan related materials and resources. ![]()
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