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Member Since 05 May 2012
Offline Last Active Today, 11:33 AM

Posts I've Made

In Topic: Some programmers actually hate OOP languages? WHAT?!

Yesterday, 03:18 PM

You can't compare non vectorized code to vectorized. Data driven does imply vectorization and object orientation does't prevent it. It just usually trivial to do with data driven design because data is already laid out perfectly for vectorization. With naiver memory layout you would need to read multiple objects and then transpose the data. 

In Topic: Some programmers actually hate OOP languages? WHAT?!

Yesterday, 03:35 AM

There is great blog entry where Casey is explaining his coding style.


In Topic: Rendering a lot of different geometry

26 January 2015 - 04:47 PM

8KB per frame is only 480 KB/s and modern cpu can handle about 25GB/s bandwith. 

In Topic: Funniest line of code ever ?

25 January 2015 - 05:10 PM

float4 color = u_texture.Load(uv, int2(+0, +0));

This was causing crash bug on intel gpu's on our shipped game. Offsetting by zero isn't that wise thing to do but who would have guessed the implications.

In Topic: SSAO and edge artifacts

25 January 2015 - 05:07 PM

Can't you do a single geometry pass that writes normals too? ie, two outputs, normal forward lighting pass + an additional output for normals. Then you grab that target and use it for SSAO.

This would basically turns out full deferred. SSAO should be only applied for indirect illumination which will need more information per pixel than depth and normal.