Metalkit.org Website Review


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Is metalkit.org legit?
Website Value $41
Alexa Rank 8024807
Monthly Visits 450
Daily Visits 15
Monthly Earnings $2.25
Daily Earnings $0.08
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Metalkit.org Server Location

Country: United States
Metropolitan Area: Not defined
Postal Reference Code: Not defined
Latitude: 37.751
Longitude: -97.822




Summarized Content

GPU to use, about choosing the appropriate resource storage mode based on needs, about the bandwidth and which GPU is appropriate for for programming on the GPU. You’ll start at the beginning, learn all about rendering, lighting, textures, maps, post-processing, procedural generation, multipas* and deferred rendering, and tie it all together at the end by integrating your engine with SpriteKit and SceneKit! new features that Metal 2 brings for the A11-powered devices. Imageblocks, Tile Shading, Raster Order Groups, Imageblock Sample Coverage Control, Threadgroup Sharing. Also brifly look at Face Tracking on A11 using ARKit. random generator function to populate the window with particles. Learning about the new dispatchThreads(:) method in Metal 2. Updating positions and velocities on the GPU and drawing thicker particles using a basic neighboring formula. vertex shader. Continuously updating the particles positions on the CPU and sending the updates to the GPU. Using time to emulate gravity. Implementing basic collision detection. detection in the ARKit app. Introducing the ARSessionDelegate methods for adding, updating and removing anchors. Creating the plane buffer, mesh and drawing it with a new pair of vertex and fragment functions. Rendering. Describing the main ARKit clas*es used - ARSession, ARSessionConfiguration, ARFrame, ARAnchor and ARCamera. Looking into tracking states and interruptions. Implementing a full Metal renderer for ARKit. the new Argument Buffers are the biggest addition to the framework this year. Read about how Raster Order Groups can help avoiding race conditions in shaders. Find out what the ProMotion and Direct to Display features are, and read about all the other new features Considerations about resource coherency and synchronization between CPU and GPU. Defining the Resource Storage Modes. Presenting the address space qualifiers for function variables and arguments. Looking at UnsafePointer and Pointee as another way to aceess memory locations.


Metalkit Main Page Content

HTML Tag Content Informative?
Title: The Metal Could be improved
Description: Resources and tutorials for Metal, MetalKit and Metal Performance Could be improved
H1: PostsIs it informative enough?
H2: Using eGPUs with MetalIs it informative enough?
H3: Using eGPUs with MetalIs it informative enough?

Other Helpful Websites and Services for Metalkit

Internal Pages

/archive.html:
Title

Archives

Description

Resources and tutorials for Metal, MetalKit and Metal Performance Shaders.

H1

Archives

H2

The Metal Framework

/contact.html:
Title

Contact me

Description

Resources and tutorials for Metal, MetalKit and Metal Performance Shaders.

H1

Contact me

/2018/11/30/using-egpus-with-metal.html:
Title

Using eGPUs with Metal

Description

For those (like me) who need raw GPU power but only possess a laptop and do not want to buy a beefy desktop machine, the solution seems to be an external GPU...

H1

Using eGPUs with Metal

H2

The Metal Framework

/2018/07/14/raytracing-with-metal.html:
Title

Raytracing with Metal

Description

This is going to be a really short post because of two reasons:

H1

Raytracing with Metal

H2

The Metal Framework

/2018/05/29/metal-by-tutorials-book-copy.html:
Title

Metal By Tutorials book!

Description

My new book is out! It was such an amazing journey we, the authors, took in writing the first ever Metal book for game engine developers. If you were wonderi...

H1

Metal By Tutorials book!

H2

The Metal Framework

All the information about metalkit.org was collected from publicly available sources

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