Monthly Archives: March 2009

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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

Posted in Uncategorized | Leave a comment

Miscellanea

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.

Posted in Compilation speed, Direct3D 10, Load-in-place, Particle Systems | 6 Comments

View frustum culling optimization – Representation matters

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

Posted in Optimization, SPU, VFC | 6 Comments

Fighting against CRT heap and winning

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

Posted in CRT, Memory | 5 Comments

View frustum culling optimization – Never let me branch

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

Posted in Optimization, SPU, VFC | 1 Comment