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Solid Angle

Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This ...

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Solid Angle | solid-angle.blogspot.com Reviews
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Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This ...
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2 bioshock infinite lighting
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5 hybrid lighting system
6 deferred lighting
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Solid Angle | solid-angle.blogspot.com Reviews

https://solid-angle.blogspot.com

Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This ...

INTERNAL PAGES

solid-angle.blogspot.com solid-angle.blogspot.com
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Solid Angle: July 2013

http://solid-angle.blogspot.com/2013_07_01_archive.html

Random thoughts about game development. Sunday, July 7, 2013. After reading Aras' Reviewing ALL the CODE. Entry, I was going to reply describing our process, but it was getting long so I decided to write it up here. Our process is a little more lo-fi but effective. We use perforce's review daemon. Reviews are handled by replying to the email, and cc'ing a code reviews email list which goes to everyone and is archived. This is so everyone gets the benefit of subsequent discussion. We have a few senior eng...

2

Solid Angle: August 2009

http://solid-angle.blogspot.com/2009_08_01_archive.html

Random thoughts about game development. Thursday, August 27, 2009. Big O doesn't always matter. The other day I was optimizing a bit of debug code which verifies the integrity of objects in memory. The details aren't super-important, but the gist is it is a function which runs periodically and makes sure that objects that should have been garbage collected were indeed purged from memory. I then tried some high-level optimizations. There were two things I tried - one, the inner loop linearly checked e...

3

Solid Angle: February 2011

http://solid-angle.blogspot.com/2011_02_01_archive.html

Random thoughts about game development. Saturday, February 12, 2011. If you haven't read Steven Tovey's excellent article on alternatives to new and malloc. You should. I'll wait. Often we like to think of memory in a machine as one big array, somewhat like this:. Real hardware doesn't necessary have one big contiguous lump of physical address space, or may have different physical address ranges mapping to the same memory, with different cache behavior. But again, we're trying to simplify things here.

4

Solid Angle: December 2010

http://solid-angle.blogspot.com/2010_12_01_archive.html

Random thoughts about game development. Saturday, December 4, 2010. Is Data-Oriented Design a Paradigm? Recently there has been quite the flurry of tweets about OOP (objected oriented programming) and DoD (data oriented design). If you're unfamiliar with DoD, here's a nice presentation. If you're unfamiliar with OOP, I'd like to know what cave you've been living in for the last few decades. Where a reduction in L2 cache misses led to a perfectly correlated reduction in execution time. That said, I don't ...

5

Solid Angle: BioShock Infinite Lighting

http://solid-angle.blogspot.com/2014/03/bioshock-infinite-lighting.html

Random thoughts about game development. Monday, March 3, 2014. Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. Renderer. This me...

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Trigonometric Look-Up Tables Revisited | 0xjfdube

https://jfdube.wordpress.com/2011/12/06/trigonometric-look-up-tables-revisited

Trigonometric Look-Up Tables Revisited. Trigonometric Look-Up Tables Revisited. December 6, 2011. In my spare time, I’m working on a 2D game that relies on huge amount of entities being updated and displayed every frame, at 60FPS. This requires to have a permanent eye on overall performances. For profiling, I’m using an in-house profiler quite similar to what’s described here. Today, I realized that I was spending 2.37ms calling trigonometric functions per frame, essentially. According to this document.

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Links | 0xjfdube

https://jfdube.wordpress.com/links

Allocators Overhead, Waste and Fragmentation. 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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Lessons learnt while spinning | 0xjfdube

https://jfdube.wordpress.com/2011/09/24/lessons-learnt-while-spinning

Lessons learnt while spinning. Lessons learnt while spinning. September 24, 2011. In a recent project I worked on, I tried to minimize context switches by strategically replacing a critical section in our memory allocator by a custom spinlock. That looked like this:. Class SpinLock { volatile tInt LockSem; public: FORCEINLINE SpinLock() : LockSem(0) {} FORCEINLINE tBool Lock() { while(1) { / Atomically swap the lock variable with 1 if it's currently equal to 0 if(! We have to be very careful when busy-wa...

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Understanding Memory Ordering | 0xjfdube

https://jfdube.wordpress.com/2012/03/08/understanding-memory-ordering

March 8, 2012. In a previous post on atomic operations. I skipped an important topic, which is memory ordering. Let’s take a look at a simple example:. Volatile bool Ready = false; int Value = 0; / Thread A while(! Ready) {} printf(%d, Value); / Thread B Value = 1; Ready = true;. The expected value to be printed is 1, obviously. But what if. End-up written in memory before. Will not be 1, resulting in random behavior. It took a while to figure-out why we had random crashes with very-low reproduction rate...

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Implementing a recursive read-write spinlock | 0xjfdube

https://jfdube.wordpress.com/2014/01/03/implementing-a-recursive-read-write-spinlock

Implementing a recursive read-write spinlock. Implementing a recursive read-write spinlock. January 3, 2014. Very often I see programmers using a critical section to make some code thread-safe. What happens is that most of the time, the protected code will only read data, while blocking other reading threads and lead to poor performances. Most of the time, a read-write lock. In a previous post. A read-write spinlock have the following requirements:. Wait until active readers release their locks. Allowing...

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Memory Management Part 1: Introduction | 0xjfdube

https://jfdube.wordpress.com/2011/10/03/memory-management-part-1-introduction

Memory Management Part 1: Introduction. Memory Management Part 1: Introduction. October 3, 2011. This is the first of a series of posts on memory management in a game engine. The topics I’d like to cover are numerous and may changes depending on the response I get from previous posts. Among others, I will cover (in no particular order):. In order to be able to track memory allocations effectively and provide services like memory leaks detection and memory usage reports, it is crucial that all. Notice tha...

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Optimizing the recursive read-write spinlock | 0xjfdube

https://jfdube.wordpress.com/2014/01/12/optimizing-the-recursive-read-write-spinlock

Optimizing the recursive read-write spinlock. Optimizing the recursive read-write spinlock. January 12, 2014. In my previous post on implementing a recursive read-write spinlock. I briefly talked about trivial optimizations that could be done to improve the time spent in the lock functions. In this post, we’ll measure these optimizations, propose more optimizations to the read-write spinlock and compare all optimizations results. Test that only test the reader locks without any writers involved, and a.

renderdan.blogspot.com renderdan.blogspot.com

renderdan: Diagram of the day #8

http://renderdan.blogspot.com/2013/04/diagram-of-day-8.html

Maybe the most boring blog ever. but it's *my* most boring blog ever. Thursday, April 11, 2013. Diagram of the day #8. Is it me or are those sperm? From http:/ www.scratchapixel.com/lessons/3d-advanced-lessons/volume-rendering/volume-rendering-for-artists/ ). Subscribe to: Post Comments (Atom). Dear Dr. B: How come we never hear of a force that the Higgs boson carries? Everything Old is New Again! Spoon in the Bowl. Bidirectional Path Tracing in Participating Media. Down and Out in Jedville.

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renderdan: Diagram of the Day #4

http://renderdan.blogspot.com/2010/11/diagram-of-day-4.html

Maybe the most boring blog ever. but it's *my* most boring blog ever. Monday, November 08, 2010. Diagram of the Day #4. This one comes from p.3 of :. Http:/ langley.atmos.colostate.edu/courses/at622/lectures/supp lecture 4A.pdf. Subscribe to: Post Comments (Atom). Dear Dr. B: How come we never hear of a force that the Higgs boson carries? Everything Old is New Again! Spoon in the Bowl. Bidirectional Path Tracing in Participating Media. Down and Out in Jedville. Sorry guys - we've gone to twitter.

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renderdan: Framework for gcc on a mac

http://renderdan.blogspot.com/2013/06/framework-for-gcc-on-mac.html

Maybe the most boring blog ever. but it's *my* most boring blog ever. Sunday, June 16, 2013. Framework for gcc on a mac. Slightly boring post, but since there's fuck all documentation about how this works, I thought i'd jot down a note to myself about it. During some scons wrangling, I discovered that its necessary to give gcc the path to the Framework directory using -F. This irritatingly trivial deviation from the usual -I and -L include paths, needs to go in both. Remember that - it goes in *both*.

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Solid Angle

Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This ...

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Cycl - Share your life in a cycle. Solid Apps auf der CeBIT 2015. Nur noch ein paar Wochen, bis wir Sie auf der CeBIT 2015 in Hannover treffen, der weltgrößten IT-Messe. Vom 16. bis zum 20. März sind wir in Halle 6, Stand A30 und beantworten Ihre Fragen zu Apps und zu unseren Produkten und. [mehr]. Neue Website ist online! Ihre App auf iOS, Android, Windows Phone und Blackberry. Alle Leistungen im Überblick. Danke für Ihren Besuch auf der CeBIT 2015! Wir sind Mitglied im Automotive Cluster.