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#GDC2018 NVIDIA Vulkan Update - GDC 2018.pdf

Session Description: Two years after release, Vulkan is a mature and full-featured low-level graphics API, with significant adoption in the developer community. NVIDIA will present a status update on our Vulkan software stack. We will cover latest Vulkan developments, including extensions, software libraries and tools. We will also cover best practices and lessons learned from our own work with the Vulkan API in the past year. Speaker: Nuno Subtil, Senior Developer Technology Engineer

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#GDC2018 Ray Tracing in Games with NVIDIA RTX - GDC 2018.pdf

Session Description: NVIDIA will show how RTX, DXR along with GameWorks, Ray Tracing can revolutionize gaming by significantly boosting the real-time rendering quality as well as accelerating the content creating process. In particular, NVIDIA will show state of the art real-time denoising technologies from GameWorks that will drastically bring down the cost of ray traced rendering of area light soft shadows, ambient occlusions, and glossy reflections so they become practical for real-time rendering. In addition NVIDIA will showcase how RTX and DXR can be used to conveniently implement offline light transport algorithms like path tracing in your game engine, and show the power of that for content creation process. Finally NVIDIA will also provide some tips and guideline for integrating DXR into your engine, and discuss open challenges. Speakers: Ignacio Llamas, Senior Manager, Real Time Rendering Software & Edward Liu, Senior Real Time Rendering Engineer

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#GDC2018 Advances in the HDR Eco-System_GDC2018.pdf

Session Description: HDR display devices have received much attention recently. However, most of the focus has been on TVs, making it difficult for production pipelines and PC gamers. With desktop HDR such as G-SYNC HDR becoming mass market, now is a great time to take a fresh look at our pipelines. This talk will cover the standards and technologies behind HDR from a PC perspective with a dive into some color science to help understand the complexity of it all. Ultimately, it will boil this down to practical advice for game developers. Speaker: Evan Hart, Principal Engineer

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#GDC2018 GFE Ansel_Highlights - GDC 2018.pdf

Session Description:In this talk, we will show how to easily integrate GeForce Experience platform features like NVIDIA Ansel photo mode and NVIDIA Highlights video recording. NVIDIA Ansel allows gamers to compose and style photos as well as capture 360 photospheres and HDR images. NVIDIA Highlights allows gamers to automatically capture their best moments through developer-defined game events. Speaker: Bryan Dudash, Senior Manager Developer Technology

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#GDC2018 gdc18_aftermath_Adunn.pdf

Session Description: An update on what’s been happening in the world of TDR debugging and NVIDIA’s ‘Aftermath’ technology. With the increasing complexity of rendering APIs and GPU technology, we need to find a better way of debugging issues that present on the GPU. Since the release of Aftermath last year there has been many changes and improvements in this pivotal area; in this session we’ll recap where we are and review the latest and greatest! Speaker: Alex Dunn, Senior Developer Technology Engineer

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#GDC18 - DevTools Sponsored Session.pdf

Session Description: In this session, the Developer Tools team at NVIDIA will present a powerful new tool for graphics debugging and profiling. We’ll demonstrate features like Pixel History, Events Viewer and Resource Viewer, as well as advanced profiling functionality like the Range Profiler. In addition, we’ll have some exciting new features to show that we hope will become an essential part of every programmers arsenal for debugging graphics applications. The key takeaway will be a strong understanding of our tools and how to make them an everyday part of your development process. Speakers: Aurelio Reis, Director of Graphics Developer Tools & Dan Price Engineering Manager, Graphics Developer Tools

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#GDC2018 Fixing_The_Hyperdrive_GDC_2018.pdf

Session Description: With the release of Nsight 5.5, a subset of the key GPU hardware metrics we have been using at NVIDIA to come up with driver-side and application-side optimizations are finally available to all DX11 and DX12 developers. This talk will start with a general theoretical overview of our performance triage method. It will then show examples of how our method can be applied to triage and speedup various GPU workloads that suffer from non-obvious pathologies, such as suboptimal resource binding on DX12 impacting the latencies of texture fetch instructions. Speaker: Louis Bavoil, Principal engineer

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#GDC2018 FINAL FANTASY XV_Behind_the_Scene_GDC2018.pdf

Session Description: Improving visual fidelity in modern games is a challenging task and Final Fantasy XV was not an exception. Doing this requires detailed analysis of the game engine to come up with a list of technologies which would naturally fit into existing content. The existing game was already very high fidelity. With all the resources and excellent cooperation from Square Enix Business Division 2 we were ready to take risks and tried to utilize every single piece from GameWorks to make the fantasy become a bit more real. Speakers: Masaya Takeshige, Senior Development Technology Engineer & Evgeny Makarov, Senior Developer Technology Engineer

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Advances in Real-Time Voxel-Based GI - GDC 2018.pdf

Session Description: Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, we’re going to discuss VXGI, the Nvidia’s voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware. We will also discuss how simple, planar area lights can be efficiently implemented with a combination of voxel-based occlusion and analytic irradiance calculations. Speakers: Alexey Panteleev, Senior Developer Technology Engineer & Rahul Sathe, Senior Developer Technology Engineer

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aip-java-sdk-4.11.1.jar包.zip

aip-java-sdk-4.11.1.jar包.zip

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随机生成70多万的网名数据

70万网名,用于生成昵称,可以在游戏、直播等app里面使用,为你解决生成网名难的问题,开发必备数据,内容包括网名、分类、标签

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1.10-1.11bot.rar

D2 1.10 1.11 bot大全,涵盖了几乎所有种类的D2bot,可以根据需要选用不同的文件,bot有风险使用需谨慎。

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Pygame中文文档.pdf

Pygame是被设计用来写游戏的python模块集合,Pygame是在优秀的SDL库之上开发的功能性包。使用python可以导入pygame来开发具有全部特性的游戏和多媒体软件,Pygame是极度轻便的并且可以运行在几乎所有的平台和操作系统上。Pygame包已经被下载过成千上万次,并且也被访问过成千上万次。 本文档对Pygame 进行了详细的中文说明,分享给大家

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虚幻引擎4(UE4)真实的天空插件下载地址.txt

虚幻4真实的天空插件 使用方法:把文件放置到 [你的项目]/Plugins 里面 虚幻4真实的天空插件 使用方法:把文件放置到 [你的项目]/Plugins 里面

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Unity场景案例:武侠风格的场景-Unity4.0版.rar

这是一个Unity4.0版本的场景,非常的完整,场景很大,是一个中国风的关卡,有地形、树木、建筑、物件等,已经烘焙。 已经包含有角色,点击地面可移动行走,亲测可用。 请使用Unity4.0版本打开,虽然高版本也是可以打开的,但是老版本的代码不会被兼容,则游戏场景不会被运行。

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旅游摄影PPT模板2.zip

旅游摄影PPT模板1.zip

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3500zifu.txt.zip

所有符号+常用3500汉字字符。用于生成字体贴图. 例如,textmeshpro等可使用此文档生成字库

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Unity场景案例:Arab city - 阿拉伯城市模型.rar

阿拉伯城市低多边形场景模型,仍保持了高度的真实性,优秀的视口性能,很容易使 用。 可以导入到unity3D游戏弓|擎,赋上贴图即可使用。 可减少自己为开发制作Demo的时间。 整个场景总共有16万个三角形,可以自己截取、筛选你想要的建筑模型。 建筑物贴图尺寸是2048x2048. 资源格式:3dsmax 1个、C4D 1个、FBX 1个、obj 1个、jpg 40张等。

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ZBrush功能介绍(ZBrush中文官网).pdf

ZBrush功能介绍(ZBrush中文官网).pdf

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images.zip

我在开发飞机大战小游戏使用的一些图片 该项目是我在尚学堂java培训班所学习制作的 自己改编并且使用了其他的一些图片