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Depending on the hardware platform your game is targeting, you may have multiple processors available to perform floating-point calculations. For example, on the Xbox 360 platform and on many Windows-based computers, you have a CPU, on which your game code is running, but you also have GPU, on which your shader code is running. Therefore, you can also perform floating point calculations on the GPU using shaders and HLSL intrinsic functions. GPUs are very fast at performing large numbers of floating-point operations. This can be very useful, for example, if you need to perform a large number of floating point operations to animate a particle system.
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