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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...
View ArticleDeath by static initialization
The language war in game development is long over – and the winner is C++. The utmost majority of code that’s going to run on the users side (engine code and game code) is written in C++. This is...
View ArticleFighting against CRT heap and winning
Memory management is one of (many) cornerstones of tech quality for console games. Proper memory management can decrease amount of bugs, increase product quality (for example, by eliminating desperate...
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Browsing index pages (3 articles)