-
Recent Posts
- Comparing Microfacet Multiple Scattering with Real-Life Measurements
- Biome Painter: Populating Massive Worlds
- GDC 2018 Presentations
- Cloth Shading
- Digital Dragons 2017
- Job System and ParallelFor
- GDC 2017 Presentations
- HDR Display – First Steps
- GDC 2016 Presentations
- Automatic Exposure
- ACES Filmic Tone Mapping Curve
- Analytical DFG Term for IBL
- Lightmapping in Anomaly 2 mobile
- Digital Dragons 2014 Programming Track
- Octahedron normal vector encoding
- Simple GPUView custom event markers
- LA Noire
- Unreal Engine 4 gaussian specular normalization
- Visual C++ linker timestamp
- PixelJunk Eden data extractor
- Virtual memory on PC
- Shader Optimizations
- Software occlusion culling
- Aggregated deferred lighting
- Rendering Light Geometry for Deferred Shading/Lighting
- Siggraph 2010 Papers
- VC++ and multiple inheritance
- CELL SDK installation on Fedora 13 x86_64
- Color grading and tonemapping using photoshop
- C++ compiler VS human
- Particle data structure
- Premultiplied alpha
- SPU programming on a retail “fat” PS3 with Linux
Categories
Follow me on Twitter
My Tweets
Category Archives: C++
Job System and ParallelFor
Some time ago, while profiling our game, I noticed that we have a lot of thread locking and contention resulting from a single mutexed MPMC job queue processing a large amount of tiny jobs. It wasn’t possible to merge work … Continue reading
Posted in C++, Multithreading
2 Comments
Visual C++ linker timestamp
Nice trick to get build’s timestamp at runtime (Visual C++ only): It’s not very portable, but it doesn’t require any additional recompilation (as __DATE__ __TIME__ macros do).
PixelJunk Eden data extractor
Recently Q-Games ported one of their games – PixelJunk Eden to Windows. Actually it’s their first Windows release. From tech perspective it’s not as impressive as PixelJunk Shooter series, but still it was quite interesting to poke around this game’s … Continue reading
Posted in C++
Leave a comment
VC++ and multiple inheritance
Today at work we were optimizing memory usage. At some moment we found out that size (on stack) of our basic data structures is x bytes bigger than summed size of their members. Every basic data structure was written following … Continue reading
Posted in C++
4 Comments
C++ compiler VS human
There is a very nice article about writing fast math library on gamasutra. It shows for example that using operator overloading generates slower code than when using functions. A lot of people believe that compiler will generate better code than a … Continue reading
Posted in C++
Leave a comment