Category Archives: Uncategorized

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

Exit code trivia

Whenever there is an automated process involved, such as asset/code building, unit testing, automatic version packaging, bulk log processing, etc., there often is a set of command-line tools which do their thing and return the result. Then there is a … Continue reading

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Moving on

The day has come – I’ve left CREAT Studios and started working at Saber Interactive as a PS3 (well, that was obvious) programmer (well, that was obvious too). I worked at CREAT for three years and a half; I’ve enjoyed … Continue reading

Posted in Uncategorized | 1 Comment

Reset and reload

Long time no see, everyone. First of all, the blog has been moved. The new blog address is http://zeuxcg.org, and the new feed address is http://zeuxcg.org/feed. Please, update your bookmarks! In addition to changing the address, I’ve changed the blogging … Continue reading

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Placeholder

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

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