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- Entity Pooling Description: Entity Pooling is a technique used in graphics computing and video game development that focuses on the efficient management of(...) Read more
- Entity Lifecycle Description: The entity lifecycle refers to the various stages that an entity goes through during its existence. This concept is fundamental in(...) Read more
- Event Query Description: Event query in Vulkan is an operation that allows checking the status of a specific event within the context of a graphics(...) Read more
- External Memory Description: External memory in the context of Vulkan refers to memory that is allocated outside of the Vulkan environment but can be imported(...) Read more
- Event Pool Description: An event pool in Vulkan is a collection of events used for synchronizing operations within a graphics application. These events(...) Read more
- Execution Barrier Description: An execution barrier in Vulkan is a fundamental synchronization mechanism that ensures all graphics or compute commands sent to the(...) Read more
- Event Signal Description: In the context of graphics programming, an 'Event Signal' is a synchronization mechanism that indicates that a specific event has(...) Read more
- Event Reset Description: The 'Event Reset' in Vulkan refers to the process of resetting an event to its initial state, allowing it to be reused in the(...) Read more
- External Semaphore Description: An external semaphore in Vulkan is a synchronization mechanism that is created outside the Vulkan context but can be used within(...) Read more
- Event Wait Description: The action of waiting for an event to be signaled in graphics programming is a fundamental mechanism that allows synchronization(...) Read more
- Event Wait List Description: The 'Event Wait List' in Vulkan is a fundamental mechanism that allows developers to manage the synchronization of operations on(...) Read more
- Event Reset List Description: The 'Event Reset List' in Vulkan refers to a mechanism that allows developers to manage a collection of events that can be reset to(...) Read more
- Event Signal List Description: The 'Event Signal List' in Vulkan refers to a set of events that can be used to synchronize operations within the Vulkan graphics(...) Read more
- Event Synchronization Description: Event synchronization in graphics programming is a crucial process that allows for coordinating the execution of event-based(...) Read more
- Event Callback Description: An 'Event Callback' in graphics programming is a function that is invoked in response to specific events that occur during the(...) Read more