I’m sorry for the lack of real post – it was a busy week, and a somewhat busy month lies ahead – I’m attending a local game conference in May and giving a speech about the process of porting our … Continue reading
There is a bunch of small notes I’d like to share – none of them deserves a post, but I don’t want them to disappear forever.
View Frustum Culling series contents: Introduction Vectorize me Structures and arrays Never let me branch Representation matters Balancing the pipes Before getting into professional game development I’ve spent a fair amount of time doing it for fun (in fact, I … Continue reading
Memory management is one of (many) cornerstones of tech quality for console games. Proper memory management can decrease amount of bugs, increase product quality (for example, by eliminating desperate pre-release asset shrinking) and generally make life way easier – long … Continue reading
View Frustum Culling series contents: Introduction Vectorize me Structures and arrays Never let me branch Representation matters Balancing the pipes In previous iteration we converted the code to SoA instead of AoS, which enabled us to transform OBB points to … Continue reading