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Tag 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
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
Virtual memory on PC
There is an excelent post about virtual memory. It’s written mainly from a perspective of console developer. On consoles most of memory issues are TLB misses and physical memory limit. I’ll try to write more about how (bad) it looks … Continue reading
Software occlusion culling
Today CPUs are quite fast, so why not use them to draw some triangles? Especially when all the cool kids use it them for software occlusion culling. Time to take back some of CPU time from gameplay programmers and use … Continue reading
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
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
Particle data structure
Particles are usually some kind of simple structs stored in an array. Then every frame vertex buffer is filled using that array. You really don’t want to sort them (at least not all particles and sometimes sorted particles don’t look … Continue reading