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Gave tr1::unordered_map a try, it seems to do perfectly average, nothing spectacular, nothing awful, except for predict_grow with 4 byte objects, where it’s almost 10x slower than the next implementation (that’s not an anomaly, it happens every time).
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Big weekend news were EA releasing some of their codebase source, including parts of EASTL.
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Few years ago I wrote a short article about dealing with heap corruptions (buffer over/underruns).
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Recently, I’ve been getting mails asking about license that applies to various code snippets published here.
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Few years ago I mentioned a nice little program by SysInternals - Process Explorer (task manager replacement).
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Recently, I’ve been experimenting a little bit with different kinds of MT-safe containers.
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On Sunday we’ve returned from a short vacations in Cuba.
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In my previous note I mentioned that IDs are my favourite form of weak references.
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Over the years, I’ve seen plenty of different code bases - open source projects, internal game engines, my own experiments.
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One of the most basic truths about optimizing existing code is: there are no low hanging fruits.
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Short list of tips & guidelines that every game developer should keep in mind.
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Venice is truly one-of-a-kind city.
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OK, I’m back.
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As I mentioned - I’m flying for a quick vacations tomorrow, so I will not be able to update the GDC links.
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About two weeks ago I had my last company beer/good-bye party at Starbreeze.
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I’ll keep updating this post with links as I find them.
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Data breakpoints are one of the most helpful debugger features when trying to hunt for memory overwrites/ninja variable modifications.
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Simple technique that can help in making code more future-proof and easier to modify.
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Little challenge posted by a workmate.
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Few weeks ago I’ve been watching The Curious Case of Benjamin Button.
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Another interesting photo technique (named after Michael Orton).
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Been playing a little bit with tilt shift photography today.
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Today I’d like to describe a relatively unknown feature of Visual Studio that can be extremely useful in certain situations - remote debugging.
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(or rather: how & when to assert).
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I played a little bit with my Load-In-Place system.
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In a previous note I wrote a little bit about my experimental reflection system for C++.
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Whether we like it or no - C++ is an ancient language.
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1996 was one of the best PC scene years in my opinion.
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I’ve read this note on Rachel’s blog and found out there’s tool similar to Cruncher, just for ELF, named pahole.
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Duff’s Device is one of the most brilliant exploits of C syntax.
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Everyone who’s done at least some vertex/pixel shader/HLSL programming has probably encountered mechanism called “swizzling”.
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Recently, I’ve been reading “Coders At Work” book when commuting to the office.
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Another Polish gamedev company.
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I’m on a short vacations these days, just got back from Tenerife.
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Took me a while to dig through this one, book is over 800 pages.
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From time to time, when I have a spare moment, I like to run the game under profiler and see what’s changed since the last test.
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Been doing some size/layout optimizations again, recently.
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One of the things that game developers hate the most are ‘random bugs’.
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Some interesting links: Recast & Detour libraries.
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Untitled/Dust is IMHO one of the most underappreciated demos ever.
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I’ve found my old USB stick recently and discovered a nostalgic picture there: That’s a photo I made with my cellphone 27th of August 2007, around 5am.
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I must admit I kinda agree with Charles Bloom - information is so dispersed these days.
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First, there was a NoooN (Ra only, hoped for Karl coding)+Excess+Andromeda invitation… Now, results & releases are available.
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You know the drill, will keep adding links here: Beyond Programmable Shading 2009, NVIDIA papers, SG 2009 paper list by Ke-Sen Huang, (both links courtesy of gamedev.pl folks), Light Propagation Volumes in CryEngine 3 (A.
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Pretty interesting internal presentation on Netflix company culture.
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New Polish development studio, founded mostly by Painkiller veterans, who later worked with me at CDPR for a while as well.
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Today I’d like to write about source code scalability in its most literal form, as in true source code scalability, ie - how much one would have to type if he’d want to extend existing codebase.
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Just little fix (see original note comments for details) and one column more - padding/size ratio (lets me to find what structures waste most space, in relative terms).
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Dropbox - wanted to make some weekend experiments, so finally gave it a try and it really is as good as people say.
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As you’re probably aware - there ain’t such thing as ‘too much memory’.