Category Archives: Asset pipeline

Mesh optimization – Quantizing floats

Over the next few posts I’d like to write about optimizing mesh data for run-time performance (i.e. producing vertex/index buffers that accurately represent the source model and are as fast to render for GPU as possible). There are several important … Continue reading

Posted in Asset pipeline, Memory, Optimization, Uncategorized | 2 Comments

Implementing Direct3D for fun and profit

I can’t believe I’m writing this, it’s been what, 2 months? During that time a lot of things happened – I’ve been to the conference and gave an hour-long talk about our SPU rendering stuff (which was more or less … Continue reading

Posted in Asset pipeline, Direct3D, Multithreading | 16 Comments

COLLADA: Best thing since sliced bread or not?

So, uh, the “post in a week” idea did not quite work. Sorry about that. About half a year ago, our team at work that develops the engine decided to try and switch from the proprietary Maya export plugin (it … Continue reading

Posted in Asset pipeline, COLLADA | 1 Comment