有下载强迫症的同学们就不要下了,下了不看,占用网络带宽,占用硬盘,不绿色不环保! Today’s modern processors come with multiple cores, each of which runs independently to run programs and significantly increase the throughput compared to a single-core processor. The clock speed is no longer the most important factor, because a quad-core processor will outperform most dual-core processors even if there is a clock speed discrepancy. The purpose of this book is not to teach game engine development in depth, but to teach multi-threading in the context of Direct3D rendering. While we do build a decent Direct3D-based game engine with most of the modern conven- iences one would expect, the goal is not to try to build a commercial game engine. The engine architecture is simple, with one library project consisting of a class for each component and limited inheritance. I believe that complex designs lead to expensive code (that is, code that consumes more processor cycles than necessary). While a professional engine might have an interface for each module (input, networking, rendering, etc.), with each implemented as a DLL, we only need a single engine project that compiles to a static library.
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