{"id":36460,"date":"2019-10-31T22:11:45","date_gmt":"2019-10-31T19:11:45","guid":{"rendered":"https:\/\/prohoster.info\/blog\/amd-otkryl-frejmvork-caudron-dlya-bystrogo-sozdaniya-prototipov-3d-prilozhenij\/"},"modified":"2019-10-31T22:11:45","modified_gmt":"2019-10-31T19:11:45","slug":"amd-otkryl-frejmvork-caudron-dlya-bystrogo-sozdaniya-prototipov-3d-prilozhenij","status":"publish","type":"post","link":"https:\/\/prohoster.info\/fr\/blog\/news\/amd-otkryl-frejmvork-caudron-dlya-bystrogo-sozdaniya-prototipov-3d-prilozhenij","title":{"rendered":"AMD a lanc\u00e9 le cadre Caudron pour la cr\u00e9ation rapide de prototypes d'applications 3D","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p>La soci\u00e9t\u00e9 AMD <noindex><a rel=\"nofollow\" href=\"https:\/\/gpuopen.com\/radeon-cauldron-new-sdk-framework\/\">a publi\u00e9<\/a><\/noindex> nouveau framework ouvert <noindex><a rel=\"nofollow\" href=\"https:\/\/gpuopen.com\/gaming-product\/caudron-framework\/\">Caudron<\/a><\/noindex>, offrant des outils pour le d\u00e9veloppement rapide de prototypes de jeux et d'applications graphiques utilisant l'API Vulkan ou DirectX12. Le framework \u00e9tait initialement utilis\u00e9 en interne par l'entreprise pour d\u00e9velopper des d\u00e9monstrations et des exemples pour le SDK. Le code du projet est \u00e9crit en C++11 et <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/GPUOpen-LibrariesAndSDKs\/Cauldron\">est distribu\u00e9<\/a><\/noindex> sous licence MIT.<\/p>\n<p>Caudron se pr\u00e9sente comme un moteur de jeu simplifi\u00e9, facile \u00e0 apprendre et pouvant \u00eatre modifi\u00e9 au fur et \u00e0 mesure du d\u00e9veloppement pour mener diff\u00e9rentes exp\u00e9riences. Le moteur s'attache \u00e0 l'application sous la forme d'une biblioth\u00e8que statiquement li\u00e9e. Les composants du moteur sont divis\u00e9s en quatre cat\u00e9gories principales :<\/p>\n<ul>\n<li class=\"l\"> Gestionnaires et chargeurs de ressources. Le chargement de textures est pris en charge dans les formats DDS, PNG, JPG, etc., avec la possibilit\u00e9 de cr\u00e9er des repr\u00e9sentations d'images. Plusieurs impl\u00e9mentations de tampons sont fournies pour stocker des sommets et des indices pour des objets g\u00e9om\u00e9triques statiques et dynamiquement modifi\u00e9s, ainsi que pour le stockage de textures avant leur chargement en m\u00e9moire vid\u00e9o\u00a0;\n<li class=\"l\"> Modules de rendu permettant de charger et de dessiner des mod\u00e8les 3D au format glTF 2.0 avec prise en charge de l'animation de la cam\u00e9ra, des squelettes et des lumi\u00e8res, du mappage de textures, du rendu physiquement correct des mat\u00e9riaux (PBR), de la lumi\u00e8re directionnelle ponctuelle et des ombres. Le rendu d'objets 2D dans les formats PostProcPS\/PS est \u00e9galement pris en charge en utilisant un shader personnalis\u00e9 lors de la post-traitement. Un composant est \u00e9galement disponible <noindex><a rel=\"nofollow\" href=\"https:\/\/github.com\/ocornut\/imgui\">ImGUI<\/a><\/noindex> pour la cr\u00e9ation d'UI et un ensemble de widgets pour la formation d'une grille de coordonn\u00e9es et d'un cube filaire (pour les frames de limites et le c\u00f4ne de propagation de la lumi\u00e8re\/cam\u00e9ra) ;\n<li class=\"l\"> Un ensemble de gestionnaires auxiliaires et de code pour la configuration, sp\u00e9cifiques \u00e0 l'API Vulkan\u00a0;\n<li class=\"l\"> Code typique pour diff\u00e9rents syst\u00e8mes d'exploitation pour g\u00e9rer les op\u00e9rations de dimensionnement, les modes fen\u00eatre et plein \u00e9cran, la gestion du flux de messages entre les fen\u00eatres, etc.\n<\/ul>\n<p>Le package comprend \u00e9galement des biblioth\u00e8ques suppl\u00e9mentaires : AGS pour obtenir des informations sur le GPU, VulkanMemoryAllocator pour la gestion de la m\u00e9moire dans les applications Vulkan, d3d12x pour l'utilisation de l'API D3D12, dxc avec le compilateur de shaders pour DirectX, imgui avec la biblioth\u00e8que GUI, json pour la manipulation de donn\u00e9es au format JSON.<\/p>\n<p><center><noindex><a rel=\"nofollow\" href=\"https:\/\/raw.githubusercontent.com\/GPUOpen-LibrariesAndSDKs\/glTFSample\/master\/screenshot.png\"><img decoding=\"async\" alt=\"AMD a lanc\u00e9 le cadre Caudron pour la cr\u00e9ation rapide de prototypes d&#039;applications 3D\" src=\"\/wp-content\/uploads\/2019\/07\/bb70eb0c4d5bb8a2f77b2d1578e25271.png\" style=\"display:block;margin: 0 auto;\" \/><\/a><\/noindex><\/center><\/p>\n<p><noindex><a rel=\"nofollow\" name=\"link\"><\/a><\/noindex><\/p>\n<p>Source : <a \ncontent=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/www.opennet.ru\/opennews\/art.shtml?num=51162\">opennet.ru<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f AMD \u043e\u043f\u0443\u0431\u043b\u0438\u043a\u043e\u0432\u0430\u043b\u0430 \u043d\u043e\u0432\u044b\u0439 \u043e\u0442\u043a\u0440\u044b\u0442\u044b\u0439 \u0444\u0440\u0435\u0439\u043c\u0432\u043e\u0440\u043a Caudron, \u043f\u0440\u0435\u0434\u043e\u0441\u0442\u0430\u0432\u043b\u044f\u044e\u0449\u0438\u0439 \u0441\u0440\u0435\u0434\u0441\u0442\u0432\u0430 \u0434\u043b\u044f \u0431\u044b\u0441\u0442\u0440\u043e\u0439 \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u043f\u0440\u043e\u0442\u043e\u0442\u0438\u043f\u043e\u0432 \u0438\u0433\u0440 \u0438 \u0433\u0440\u0430\u0444\u0438\u0447\u0435\u0441\u043a\u0438\u0445 \u043f\u0440\u0438\u043b\u043e\u0436\u0435\u043d\u0438\u0439, \u0438\u0441\u043f\u043e\u043b\u044c\u0437\u0443\u044e\u0449\u0438\u0445 API Vulkan \u0438\u043b\u0438 DirectX12. \u0424\u0440\u0435\u0439\u043c\u0432\u043e\u0440\u043a \u0438\u0437\u043d\u0430\u0447\u0430\u043b\u044c\u043d\u043e \u043f\u0440\u0438\u043c\u0435\u043d\u044f\u043b\u0441\u044f \u0432\u043d\u0443\u0442\u0440\u0438 \u043a\u043e\u043c\u043f\u0430\u043d\u0438\u0438 \u0434\u043b\u044f \u0440\u0430\u0437\u0440\u0430\u0431\u043e\u0442\u043a\u0438 \u0434\u0435\u043c\u043e\u043d\u0441\u0442\u0440\u0430\u0446\u0438\u0439 \u0438 \u043f\u0440\u0438\u043c\u0435\u0440\u043e\u0432 \u0434\u043b\u044f SDK. \u041a\u043e\u0434 \u043f\u0440\u043e\u0435\u043a\u0442\u0430 \u043d\u0430\u043f\u0438\u0441\u0430\u043d \u043d\u0430 \u044f\u0437\u044b\u043a\u0435 C++11 \u0438 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u043b\u0438\u0446\u0435\u043d\u0437\u0438\u0435\u0439 MIT. Caudron \u043f\u0440\u0435\u043f\u043e\u0434\u043d\u043e\u0441\u0438\u0442\u0441\u044f \u043a\u0430\u043a \u0443\u043f\u0440\u043e\u0449\u0451\u043d\u043d\u044b\u0439 \u0438\u0433\u0440\u043e\u0432\u043e\u0439 \u0434\u0432\u0438\u0436\u043e\u043a, \u043f\u0440\u043e\u0441\u0442\u043e\u0439 \u0434\u043b\u044f \u0438\u0437\u0443\u0447\u0435\u043d\u0438\u044f \u0438 [&hellip;]<\/p>\n","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"author":1,"featured_media":27284,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[702],"tags":[],"class_list":["post-36460","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.2 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u041a\u043e\u043c\u043f\u0430\u043d\u0438\u044f AMD 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