Category Archives: Optimization

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

Optimizations that aren’t

We all like it when our code is fast. Some of us like the result, but dislike the process of optimization; others enjoy the process. However, optimization for the sake of optimization is wrong, unless you’re doing it in your … Continue reading

Posted in Algorithms, COLLADA, Optimization | Leave a comment

AABB from OBB with component-wise abs

This post is about a neat trick that is certainly not of my invention, but that should really be more well-known; at least, I haven’t heard of it till I stumbled across it while reading Box2D sources. There are a … Continue reading

Posted in Mathematics, Optimization | 2 Comments

View frustum culling optimization – Balancing the pipes

View Frustum Culling series contents: Introduction Vectorize me Structures and arrays Never let me branch Representation matters Balancing the pipes Last time (I don’t blame you if you forgot, that was a year and a half ago) I described the … Continue reading

Posted in Optimization, SPU, VFC | 5 Comments

On joys and sorrows of library development – part 1

This may come as a surprise, but I am not dead. In fact, what you see is a new post! As usual I have a lot of interesting themes to cover, and barely enough time to spare. While I’m at … Continue reading

Posted in Design, Middleware, Optimization, XML | 8 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

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