Dr.Grass on 29 May 2013
| HoloDust said: To sum EG's article, from things that a typical game engine cycle consists of: - Game physics (update models) - Triangle setup and optimization - Tessellation - Texturing - Shading - Various render passes - Lighting calculations - Post effects - Immediate AI - Ambient (world) AI - Immediate physics (shots, collisions) - Ambient physics things that seem suited for running on cloud: - ambient background tasks - some forms of lighting (though it seems only for static environments) - background AI So, according to EG, not that much really can be co-processed via cloud, though it obviously can benefit open-world games with background AI/physics. |
Awesome post. Thanks.







