Category Archives: Memory

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

Death by static initialization

The language war in game development is long over – and the winner is C++. The utmost majority of code that’s going to run on the users side (engine code and game code) is written in C++. This is mostly … Continue reading

Posted in C++, Memory | 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