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You've probably heard by now quite a bit about Vulkan, the new Graphics API from Khronos (the non profit organization responsible for the development of Open GL). Vulkan was announced in Feb-2016 and after 24 years with Open GL it is a completely new standard and a departure from the current model. I won't go into many details about the various features of Vulkan only to say that in comparison to Open GL it is much more low level and provides a lot of power and performance opportunities for the developer. The developer has to take charge of various aspects such as command buffer, synchronization and memory management that were previously the sole responsibility of the driver. Through the unique knowledge that the developer has about the way the application is structured, the usage of the Vulkan API can be tailored in a way to increase the overall performance of the system.
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The thing that surprises people the most, IMHO, about Vulkan is the amount of code that must be written only to get the first triangle on the screen. Comparing this to the few lines we had to write in Open GL in the first few tutorials this is a major change and becomes a challenge when one tries to write a tutorial about it. Therefore, as always with OGLDEV, I'll try to present the material step by step.
We will develop our first triangle demo in a few tutorials, making additional progress in each one. In addition, instead of laying out the dozens of APIs in one long piece of code I'll present a simple software design that I hope will make it simpler for you to understand without imposing too much restrictions on your future apps. Consider this an educational design which you are free to throw away later.
We will study the core components of Vulkan one by one as we make progress throught the code so at this point I just want to present a diagram of the general picture: This diagram is by all means not a complete representation. It includes only the major components that will probably be present in most applications. The connectors between the objects represent the dependencies between them at creation or enumeration time. For example, in order to create a surface you need an instance object and when you enumerate the physical devices on your system you also need an instance. The two colors roughly describe the software design that we will use.
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The dark red objects will go into something I call the "core" and the light green objects will go into the "app". The application code that you will write will actually inherit from "app" and all of its members will be available for you for further use. I hope this design will provide a solid base to develop future Vulkan tutorials. The first thing we need to do is to make sure your system supports Vulkan and get everything ready for development.
You need to verify that your graphics card supports Vulkan and install the latest drivers for it. Since Vulkan is still new it's best to check for drivers updates often because hardware vendors will probably fix a lot of bugs before everything stabilizes. Since there are many GPUs available I can't provide much help here.
Updating/installing the driver on Windows should be fairly simple. My main development system is Linux Fedora and I have a GT710 card by NVIDIA. NVIDIA provide a binary run file which can only be installed from the command line. On Linux you can use the 'lspci' to scan your system for devices and see what GPU you have.
You can use the '-v', '-vv' and '-vvv' options to get increasingly more info on your devices. The second thing we need is the Vulkan SDK by Khronos, available here. At the time of writing this the latest version is 1.0.30.0 and I urge you to update often because the SDK is in active development.
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That version number will be used throughout the next few sections so make sure you change it according to the version you have. Khronos provides a package only for Ubuntu in the form of an executable run file. Executing this file should install everything for you but on Fedora I encoutered some difficulties so I used the following procedure (which is also forward looking in terms of writing the code later): The above commands extract the contents of the package without running its internal scripts. After extraction the directory Vulkan SDK-1.0.30.0 will contain a directory called 1.0.30.0 where the actual content of the package will be located. This link makes it easier to switch your development environment to newer versions of the SDK. It points to the location of the headers and libraries that we need. We will see later how to connect them to the rest of the system.
Now do the following: If everything went well the examples were built into 'examples/build'. To run the examples you must first cd into that directory.