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CellPerformance

Sharing tips and experience with the cell processor, performance, data design and game programming. Roundup: Recent sketches on concurrency, data design and performance. By Mike Acton on. August 7, 2009 12:43 AM. Intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. Problem #1: Increment Problem. Problem #2: Barbershop problem. Problem #3: Hilzer's barbershop problem. Problem #4: Insert/delete/search problem. Problem #5: River crossing problem. Problem #7: Senate Bus. If fixe...

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CellPerformance | cellperformance.beyond3d.com Reviews
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Sharing tips and experience with the cell processor, performance, data design and game programming. Roundup: Recent sketches on concurrency, data design and performance. By Mike Acton on. August 7, 2009 12:43 AM. Intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. Problem #1: Increment Problem. Problem #2: Barbershop problem. Problem #3: Hilzer's barbershop problem. Problem #4: Insert/delete/search problem. Problem #5: River crossing problem. Problem #7: Senate Bus. If fixe...
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1 cellperformance
2 typical c bullshit
3 linkers suck
4 part 1
5 three big lies
6 utility match
7 update
8 download match c
9 updated
10 atan2 on spu
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CellPerformance | cellperformance.beyond3d.com Reviews

https://cellperformance.beyond3d.com

Sharing tips and experience with the cell processor, performance, data design and game programming. Roundup: Recent sketches on concurrency, data design and performance. By Mike Acton on. August 7, 2009 12:43 AM. Intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. Problem #1: Increment Problem. Problem #2: Barbershop problem. Problem #3: Hilzer's barbershop problem. Problem #4: Insert/delete/search problem. Problem #5: River crossing problem. Problem #7: Senate Bus. If fixe...

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Branch-free implementation of half-precision (16 bit) floating point - CellPerformance

https://cellperformance.beyond3d.com/articles/2006/07/update-19-july-06-added.html

Sharing tips and experience with the cell processor, performance, data design and game programming. Branch-free implementation of half-precision (16 bit) floating point. By Mike Acton on. July 17, 2006 11:19 PM. 19 July 06) Added Multiply. Fixed a problem with using builtin clz(). 17 July 06) The code has been considerably refactored. Decided to go with single function per expression. The expressions have been reduced as a first optimization pass. Hosting for CellPerformance graciously provided by. Branc...

2

Box Overlap - CellPerformance

https://cellperformance.beyond3d.com/articles/2006/06/box-overlap.html

Sharing tips and experience with the cell processor, performance, data design and game programming. By Mike Acton on. June 18, 2006 10:18 PM. Interactive 3D applications frequently need to check whether one geometric object overlaps another. In this article, we'll look at a function to test for overlap between 3D boxes, and we'll show how to optimize this function for the CBE. But doesn't need to include a bunch of other stuff. Float m co[3];. Vector3(const float& x, const float& y, const float& z).

3

Understanding Strict Aliasing - CellPerformance

https://cellperformance.beyond3d.com/articles/2006/06/understanding-strict-aliasing.html

Sharing tips and experience with the cell processor, performance, data design and game programming. By Mike Acton on. June 1, 2006 11:53 PM. 08 Aug 06) More Clarifications! Special thanks to Nicolas Riesch. For their comments and suggestions. 28 Dec 06) Minor fixes. Special thanks to Kobi Cohen-Arazi. One pointer is said to alias. Another pointer when both refer to the same location or object. In this example,. Swap words( uint32 t arg ). Uint16 t* const sp = (uint16 t*)&arg;. Uint16 t hi = sp[0];. All o...

4

CellPerformance

https://cellperformance.beyond3d.com/articles

Sharing tips and experience with the cell processor, performance, data design and game programming. Roundup: Recent sketches on concurrency, data design and performance. By Mike Acton on. August 7, 2009 12:43 AM. Intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. Problem #1: Increment Problem. Problem #2: Barbershop problem. Problem #3: Hilzer's barbershop problem. Problem #4: Insert/delete/search problem. Problem #5: River crossing problem. Problem #7: Senate Bus. If fixe...

5

Benefits to Branch Elimination - CellPerformance

https://cellperformance.beyond3d.com/articles/2006/04/benefits-to-branch-elimination.html

Sharing tips and experience with the cell processor, performance, data design and game programming. Benefits to Branch Elimination. By Mike Acton on. April 11, 2006 9:18 PM. The fundamental principal behind branch elimination is that expressing a value as a simple function of its inputs (a single basic block) is often more efficient than selecting a result through a change in control flow (branching). Take for example, this simple step function:. If ( x x1 ). Else if ( x x2 ). Else if ( x x3 ). Both the ...

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::DirectX::HowTo:: know if the debug layer is activated | pixelSnack

https://pixelsnack.wordpress.com/2011/04/07/directxhowto-know-if-the-debug-layer-is-activated

Games, Development, … and other pixel food. Larr; Gamma control is useless…. DirectX: HowTo: know if the debug layer is activated. April 7, 2011. Just this once won’t hurt, I’m not talking about openGL or iPhone today. I found the DirectX10/11 control panel really awful to set the debug layer. Sometimes on some computers, for any unknown reason it has no effect either if you set it to “. Bool IsDebugLayerActivated(const ID3D10Device& a rDevice). Bool bActivated = (pInfoQueue! Leave a Reply Cancel reply.

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Caustics IRL | pixelSnack

https://pixelsnack.wordpress.com/2011/04/30/caustics-irl

Games, Development, … and other pixel food. April 30, 2011. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Notify me of new posts via email.

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Graphics Dreamer: Lava Whales Concept

http://graphicsdreamer.blogspot.com/2010/03/lava-whales-concept.html

Graphics, Digipen, and games. Friday, March 19, 2010. Subscribe to: Post Comments (Atom). Redmond, Washington, United States. Michael Alling attends the DigiPen Institute of Technology where he is obtaining a B.S. in Real Time Interactive Simulation (Computer Science). His passion is real-time graphics programming. View my complete profile. DigiPen - Junior Game Team.

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Graphics Dreamer: No Singletons!!!!!!!!!!

http://graphicsdreamer.blogspot.com/2010/02/no-singletons.html

Graphics, Digipen, and games. Sunday, February 21, 2010. I was skimming the blog C0DE517E, and I ran across an interesting post on why singletons are bad. I love singletons, and I try to use them all over the place. Well. at least I did. There were two Google Tech Talks I found from the blog and I wanted to share the insight I learned from them with you. Subscribe to: Post Comments (Atom). Redmond, Washington, United States. View my complete profile. DigiPen - Junior Game Team.

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Graphics Dreamer: First Post!

http://graphicsdreamer.blogspot.com/2009/12/first-post.html

Graphics, Digipen, and games. Thursday, December 3, 2009. Welcome to my blog! I plan on being able to update everybody with information on my school, DigiPen; my game team; and any cool graphics stuff I've been working on. A little bit about myself:. Subscribe to: Post Comments (Atom). Redmond, Washington, United States. View my complete profile. DigiPen - Junior Game Team.

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Beyond the Norm

http://beyondthenorm.org/category/reviews

Sorry No data so far. Sorry, but you are looking for something that isn't here. Dealing With Designer Input Latency. Input responsiveness is one of the most important aspects of any game. Often overlooked in favor of more glamorous features, []. Continue reading ». Pick Up That Can: The Problem With Interactive Objects. I’m sure that most of you have already seen the recently released. Continue reading ». Games I Love: Beyond Good and Evil. Continue reading ». First person jumping metrics. Mdash; I've of...

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Graphics Dreamer: December 2009

http://graphicsdreamer.blogspot.com/2009_12_01_archive.html

Graphics, Digipen, and games. Thursday, December 3, 2009. Welcome to my blog! I plan on being able to update everybody with information on my school, DigiPen; my game team; and any cool graphics stuff I've been working on. A little bit about myself:. Subscribe to: Posts (Atom). Redmond, Washington, United States. View my complete profile. DigiPen - Junior Game Team.

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Diary of a Graphics Programmer: MVP Award

http://diaryofagraphicsprogrammer.blogspot.com/2015/07/mvp-award.html

Diary of a Graphics Programmer. Wednesday, July 1, 2015. This year I was honored with an MVP award. This is the tenth time in a row and I am very excited about this. I would like to thank everyone for supporting my nominations for the last 10 years. Here is my MVP page:. Http:/ mvp.microsoft.com/en-us/mvp/Wolfgang%20Engel-35704. Today we have devices like the iPad Air 2 and the NVIDIA Shield that offer performance close to the XBOX 360 / PS3 and the big console manufacturers have a serious challenge in c...

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CellPerformance

Sharing tips and experience with the cell processor, performance, data design and game programming. Roundup: Recent sketches on concurrency, data design and performance. By Mike Acton on. August 7, 2009 12:43 AM. Intro to concurrency e.g. doubly-linked list is *not* a concurrent data structure. Problem #1: Increment Problem. Problem #2: Barbershop problem. Problem #3: Hilzer's barbershop problem. Problem #4: Insert/delete/search problem. Problem #5: River crossing problem. Problem #7: Senate Bus. If fixe...

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cellperk.com - This website is for sale! - cellperk Resources and Information.

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