Developing and Optimizing a Procedural Game - The Elder Scrolls Blades

Developing and Optimizing a Procedural Game - The Elder Scrolls Blades

Unity via YouTube Direct link

Intro

1 of 23

1 of 23

Intro

Class Central Classrooms beta

YouTube videos curated by Class Central.

Classroom Contents

Developing and Optimizing a Procedural Game - The Elder Scrolls Blades

Automatically move to the next video in the Classroom when playback concludes

  1. 1 Intro
  2. 2 Lightmap Blending
  3. 3 Limitations and Drawbacks
  4. 4 Light Probes Pipeline
  5. 5 Custom Light Probes Runtime System
  6. 6 Light Probes data
  7. 7 Considerations
  8. 8 Blade's Frame
  9. 9 Reducing the number of draw calls
  10. 10 Faster Graphics APIs?
  11. 11 OpenGL vs Vulkan
  12. 12 Dynamic Graphics API Selection
  13. 13 Threads and Cores
  14. 14 Thread Affinity
  15. 15 Default Affinity Model for 8 cores
  16. 16 Customized Affinity Model for 8 cores
  17. 17 With Affinities Adjusted
  18. 18 Memory Types
  19. 19 iOS Memory Tracking
  20. 20 Heap Growth Control
  21. 21 Low Level Memory API
  22. 22 To Summarize
  23. 23 Questions?

Never Stop Learning.

Get personalized course recommendations, track subjects and courses with reminders, and more.

Someone learning on their laptop while sitting on the floor.