Summary of recent work

  In a flash, there is no update record for about half a year. During this time, we have experienced the global launch of the project and received the homepage recommendation of Apple Store in various countries. We are very happy and satisfied with this achievement. It is an affirmation of our team's long-term persistence and dedication. It's another story. After that, due to various reasons, each member of the team had different plans, most of them chose Shenzhen, but I chose to stay in Beijing, which became a lonely battle, still a little lonely and lonely.

  I started to take a break in January, and then I took time to complete my personal interest project, the 3D software renderer YwSoftRenderer . In fact, the main process is still "copying" Muli3D, extracting the code, understanding and chewing, and then put it into me according to my understanding In the project; this process is indispensable to go back to review various mathematics books, of course, to go back and read "3D Game Programming Master Skills" at any time, check all kinds of detailed knowledge, the process of receiving a lot of goods. To be honest, building the system from scratch, starting from the math library, the workload is still not small, and I am ashamed that I have not finished it until now. The project must be completed in the early two months, and the requirement is to complete all the functions in Muli3D. In the hope of extending some graphics capabilities, the long-term goal is to write a shader parser to write "soft" shaders in the future.

  Digression: The code quality of Muli3D is really high and the structure is very good. It is very suitable for people who have written DX programs before. The API is basically very similar to DX9; the book "3D Game Programming Master Skills" must be read, But in terms of code, I think it is a bit outdated now, and it is more recommended to use Muli3D to practice.

  Later, on the way to rest, I helped a friend to make effect modules in two short-term small projects. I spent some time helping to get it done, and I also gained something.

  After entering a new job, I recently participated in UWA Day 2018 and it was very rewarding. After I came back, I used GPU Instance to render a large number of character animations on the same screen according to the implementation of Xiaomi Supershen. The problem I encountered at present was that the performance improvement was not obvious. Based on the reminders from other students here, we will initially investigate the performance problems of texture sampling.

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