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  1. Some more benchmarks

    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).

  2. EA STL released, updated benchmarks

    Big weekend news were EA releasing some of their codebase source, including parts of EASTL.

  3. Debugging heap corruptions, part 2

    Few years ago I wrote a short article about dealing with heap corruptions (buffer over/underruns).

  4. Licenses

    Recently, I’ve been getting mails asking about license that applies to various code snippets published here.

  5. Process Explorer & 64-bit OS

    Few years ago I mentioned a nice little program by SysInternals - Process Explorer (task manager replacement).

  6. Clash of the Thread Pools

    Recently, I’ve been experimenting a little bit with different kinds of MT-safe containers.

  7. Cuba

    On Sunday we’ve returned from a short vacations in Cuba.

  8. Smartness overload – addendum

    In my previous note I mentioned that IDs are my favourite form of weak references.

  9. Smartness overload

    Over the years, I’ve seen plenty of different code bases - open source projects, internal game engines, my own experiments.

  10. Optimization 101: ordering conditions

    One of the most basic truths about optimizing existing code is: there are no low hanging fruits.

  11. Be nice to your cache

    Short list of tips & guidelines that every game developer should keep in mind.

  12. Venice

    Venice is truly one-of-a-kind city.

  13. Back!

    OK, I’m back.

  14. GDC update

    As I mentioned - I’m flying for a quick vacations tomorrow, so I will not be able to update the GDC links.

  15. Ten Months in Sweden

    About two weeks ago I had my last company beer/good-bye party at Starbreeze.

  16. GDC 2010 proceedings

    I’ll keep updating this post with links as I find them.

  17. Data breakpoints

    Data breakpoints are one of the most helpful debugger features when trying to hunt for memory overwrites/ninja variable modifications.

  18. Adding layers

    Simple technique that can help in making code more future-proof and easier to modify.

  19. Playing with bits

    Little challenge posted by a workmate.

  20. Are Movies Getting Longer?

    Few weeks ago I’ve been watching The Curious Case of Benjamin Button.

  21. The Orton Technique

    Another interesting photo technique (named after Michael Orton).

  22. Tilt shift photography

    Been playing a little bit with tilt shift photography today.

  23. Remote debugging in Visual Studio

    Today I’d like to describe a relatively unknown feature of Visual Studio that can be extremely useful in certain situations - remote debugging.

  24. To assert or not to assert

    (or rather: how & when to assert).

  25. Reflection in C++ - Load In Place

    I played a little bit with my Load-In-Place system.

  26. Reflection in C++ – part 2

    In a previous note I wrote a little bit about my experimental reflection system for C++.

  27. Reflection in C++ - a teaser

    Whether we like it or no - C++ is an ancient language.

  28. Demoscene tribute: French 3D revolution

    1996 was one of the best PC scene years in my opinion.

  29. Cruncher# update

    I’ve read this note on Rachel’s blog and found out there’s tool similar to Cruncher, just for ELF, named pahole.

  30. Anatomy of Duff's Device

    Duff’s Device is one of the most brilliant exploits of C syntax.

  31. Vector swizzling in C++

    Everyone who’s done at least some vertex/pixel shader/HLSL programming has probably encountered mechanism called “swizzling”.

  32. Coders at work - observations

    Recently, I’ve been reading “Coders At Work” book when commuting to the office.

  33. Sleepwalker Games

    Another Polish gamedev company.

  34. Tenerife

    I’m on a short vacations these days, just got back from Tenerife.

  35. Game Engine Architecture – review

    Took me a while to dig through this one, book is over 800 pages.

  36. Optimization is a full time job!

    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.

  37. Crunching bytes. Harder.

    Been doing some size/layout optimizations again, recently.

  38. Ordering randomness

    One of the things that game developers hate the most are ‘random bugs’.

  39. Random links, 31/08/2009

    Some interesting links: Recast & Detour libraries.

  40. Demoscene tribute: Untitled/Dust

    Untitled/Dust is IMHO one of the most underappreciated demos ever.

  41. Blast from the past

    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.

  42. If you can't beat them -- join them

    I must admit I kinda agree with Charles Bloom - information is so dispersed these days.

  43. Assembly 2009

    First, there was a NoooN (Ra only, hoped for Karl coding)+Excess+Andromeda invitation… Now, results & releases are available.

  44. Siggraph 2009

    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.

  45. Netflix company culture

    Pretty interesting internal presentation on Netflix company culture.

  46. Flying Wild Hog

    New Polish development studio, founded mostly by Painkiller veterans, who later worked with me at CDPR for a while as well.

  47. (Source) code scalability

    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.

  48. Cruncher# - update

    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).

  49. Random links, 02/07/2009

    Dropbox - wanted to make some weekend experiments, so finally gave it a try and it really is as good as people say.

  50. Crunching bytes

    As you’re probably aware - there ain’t such thing as ‘too much memory’.