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IT: Specialized Computing

Game and XR Development: How Real-Time Graphics Work

Graphics, Games & Extended Reality: leave with a small game with a fixed-timestep loop, ECS entities, one custom shader and frame-time profiling.

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Ajay Prajapat

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Ajay Prajapat

AI Educator · Engineer · innovatewithajay.com

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TechlyUpIT: SPECIALIZED COMPUTINGGame and XRDevelopment: HowReal-TimeGraphics WorkFREE WEBINAR TOPIC · VOTE

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What this session would cover

Proposed outline — the mentor finalises the agenda once this topic is scheduled.

  1. 1Why graphics, games & extended reality matters — the common problem: Game and XR projects stutter because the frame loop and rendering basics aren't understood.
  2. 2Core concepts in plain language: Rendering pipelines, shaders, lighting, animation, physics simulation, game loops
  3. 3Going further: entity-component systems, multiplayer synchronization, augmented reality, virtual reality, spatial interaction, immersive interfaces
  4. 4Framework walkthrough: Platform Lifecycle Models, Hardware-in-the-Loop Testing, Frame-Budget Profiling
  5. 5Practical workflow, built live: A small game with a fixed-timestep loop, ECS entities, one custom shader and frame-time profiling.
  6. 6How to measure it: Crash-free sessions, Battery / resource usage, Frame time, Field failure rate
  7. 7An illustrative case (a fictional example, not a client result), then live Q&A on your own situation

Who it's for

  • • Students and freshers entering tech
  • • Working developers and engineers
  • • Tech leads and architects

You'd leave with

  • A small game with a fixed-timestep loop, ECS entities, one custom shader and frame-time profiling.
  • A working understanding of Platform Lifecycle Models and Hardware-in-the-Loop Testing
  • A short list of measures to track: Crash-free sessions, Battery / resource usage, Frame time