3D engines on mobile platforms

本文汇总了多个知名的游戏引擎资源链接,包括Nineveh、Oolong、Cocos3D等,为游戏开发者提供了丰富的选择。这些引擎覆盖了从2D到3D的不同需求,适合不同规模的项目。
内容概要:本文系统介绍了标准化和软件知识产权的基础知识,涵盖标准化的基本概念、分类、标准代号、国际标准的采用原则及程度,重点讲解了信息技术标准化、ISO与IEC等国际标准化组织以及ISO9000和ISO/IEC15504等重要标准体系;在知识产权部分,详细阐述了知识产权的定义、分类及特点,重点分析了计算机软件著作权的主体、客体、权利内容、行使方式、保护期限及侵权认定,同时涉及商业秘密的构成与侵权形式、专利权的类型与申请条件,以及企业如何综合运用著作权、专利、商标和商业秘密等方式保护软件知识产权。; 适合人群:从事软件开发、项目管理、IT标准化或知识产权相关工作的技术人员与管理人员,以及备考相关资格考试的学习者;具备一定信息技术背景,希望系统掌握标准化与软件知识产权基础知识的专业人员。; 使用场景及目标:①帮助理解各类标准的分类体系及国际标准采用方式,提升标准化实践能力;②指导企业在软件研发过程中有效保护知识产权,规避法律风险;③为软件著作权登记、专利申请、技术保密等提供理论依据和操作指引。; 阅读建议:建议结合国家相关政策法规和实际案例进行深入学习,重点关注软件著作权与专利权的适用边界、标准制定流程及企业知识产权管理策略,强化理论与实践的结合。
Back in 2014 . Since then, many things have happened that have transformed mobile Graphics, particularly the release of the first Vulkan version in February 2016. Built from the ground up, Vulkan was intended to replace OpenGL as the main Graphics API, after OpenGL had successfully served the industry for more than 20 years. The new Graphics API was expected to provide a set of benefits across multiple platforms that the graphics community recognizes and values today.\n\nAs expected, the transition from OpenGL to Vulkan is taking several years. Although today the default API in the main game engines is Vulkan, all of them still support OpenGL ES 3.x for Android. OpenGL ES 3.1 brought compute to mobile graphics, and OpenGL ES 3.2 added the Android Extension Pack, bringing the mobile API's functionality significantly closer to its desktop counterpart – OpenGL. OpenGL ES 3.2 is supported in Android 6.0 and higher if the device itself supports this graphics pipeline, which is reflected in the high use of OpenGL ES by game developers.\n\nPart 1 in this blog series explores the PLS extension from today’s perspective, but also from when it was launched. We highlight the main benefits it introduced, so developers can make the most of it when coding their games using OpenGL ES. Some representative examples are described and links to relevant publications and presentations are provided.\n\nWhy was Pixel Local Storage needed?\nSaving power is always in the minds of mobile game developers. Reducing power usage while gaming enables battery savings and makes the gaming experience last longer. The power-saving benefit is what makes PLS so important for game developers using OpenGL ES to implement their games. To understand this, we first need to look at how PLS works.\n\nPLS takes advantage of the Mali GPU tile architecture. It is the concept of tile-based rendering that allows Mali GPUs to keep rendering power consumption low. Mali GPUs break up the screen into small regions of 16x16 or 32x32 pixels known as tiles. Rendering takes place in two passes (see Fig. 1 below). The first pass builds the list of geometric primitives that fall into each tile. In the second pass, each shader core executes the fragment shading tile-by-tile and writes tiles back to memory as they have been completed.\n\nDuring shading, due to the small size of the tile, it is possible to keep the whole set of working data (color, depth, and stencil) in an on-chip RAM within the shader core. This RAM is fast and tightly coupled to the GPU shader core. This allows saving valuable bandwidth and thus power.
06-06
评论
成就一亿技术人!
拼手气红包6.0元
还能输入1000个字符
 
红包 添加红包
表情包 插入表情
 条评论被折叠 查看
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值