Blog Archive 2013 Mobile Hardware Stats (and more) Apr 07 2013 “Parallel for” in Apple’s GCD Feb 03 2013 2012 Adventures in 3D Printing Dec 14 2012 Non Power of Two Textures Oct 17 2012 Cross Platform Shaders in 2012 Oct 01 2012 Careful with That Initializer, Eugene Jul 09 2012 Tiled Forward Shading links Mar 27 2012 2012 Theory for Forward Rendering Mar 02 2012 2011 Prophets and duct-tapers or: useful programmer traits Sep 09 2011 Fast Mobile Shaders or, I did a talk at SIGGRAPH! Aug 17 2011 Testing Graphics Code, 4 years later Jun 17 2011 Notes on Native Client & Pepper Plugin API Jun 02 2011 A way to visualize mip levels May 03 2011 Mercurial/Kiln experience so far Apr 18 2011 Stories of Universities Apr 01 2011 Mobile graphics API wishlist: some features Mar 19 2011 Mobile graphics API wishlist: performance Mar 04 2011 A Non-Uniform Work Distribution Feb 16 2011 The Virtual and No-Virtual Feb 01 2011 iOS shader tricks, or it’s 2001 all over again Feb 01 2011 2010 GLSL Optimizer Sep 29 2010 Surface Shaders, one year later Jul 16 2010 Compiling HLSL into GLSL in 2010 May 21 2010 GDC 2010 report Mar 17 2010 Screenspace vs. mip-mapping Jan 07 2010 Four years ago today… Jan 04 2010 2009 Direct3D GPU Hacks Nov 20 2009 Improving C#/Mono for Games Nov 14 2009 Deferred Cascaded Shadow Maps Nov 04 2009 Fixing bugs, in Tom Waits’ words Sep 20 2009 Strided blur and other tips for SSAO Sep 17 2009 Usability depends on context! Sep 14 2009 Talks & Demos from Assembly 2009 Aug 21 2009 Compact Normal Storage for small g-buffers Aug 04 2009 Encoding floats to RGBA - the final? Jul 30 2009 Implementing fixed function T&L in vertex shaders Jun 09 2009 Shaders must die, part 3 May 10 2009 Shaders must die, part 2 May 07 2009 Shaders must die May 05 2009 Google O3D - it’s going to be interesting May 05 2009 All games in one short paragraph Apr 03 2009 Unity 2.5 is out Mar 19 2009 Another Vista review (after 6 months of usage) Mar 18 2009 How view on C++ changes over time Mar 01 2009 LTGameJam 2009 postmortem Feb 20 2009 Off to game jam Jan 30 2009 Twitter! Twitter! Jan 26 2009 Fixed function lighting in vertex shader - how? Jan 22 2009 Quote of the day Jan 05 2009 2008 ARB_draw_buffers Dec 30 2008 Achievement of the week: MakeVistaDWMHappyDance Dec 11 2008 Don’t try to outsmart the compiler Dec 06 2008 Cool tech vs. boring details Nov 22 2008 Crunchtime! Nov 10 2008 Windows 7 Nov 03 2008 The awesome support we do Oct 30 2008 Unite 2008 Oct 29 2008 Implicit to-pointer operators must die! Oct 09 2008 How to announce anything Sep 20 2008 How watchdog threads should NOT be done… Sep 05 2008 s/deity/demoscene/g Sep 05 2008 Hardware of the casual gamer Aug 28 2008 OpenGL 3: a big step in no direction at all? Aug 20 2008 Uh-oh, this can’t be good Aug 06 2008 It must be a bug in OS/compiler/… Jul 16 2008 Pixar’s Brad Bird on Innovation Jul 14 2008 Invincible shutdown buttons! Jul 09 2008 I can has vertex? Jun 26 2008 Encoding floats to RGBA, again Jun 20 2008 Depth bias and the power of deceiving yourself Jun 12 2008 OpenCL? Jun 10 2008 The problem with Vista Jun 03 2008 Amazing! Demoscene news that actually make sense! Jun 03 2008 Argh MFC! May 20 2008 Lolshadows strike again May 09 2008 On job titles and design patterns May 09 2008 One-liners: biawesome filtering Apr 28 2008 Tricky bugs: peculiarities of dynamic linking, and magic divisions Apr 19 2008 SwiftShader 2.0 experience Apr 07 2008 New random blog Apr 06 2008 What is Intel up to? Feb 21 2008 Dogfooding: PeaNinjas part 1 Feb 20 2008 My experience with Crysis so far Feb 15 2008 Off-Road Velociraptor Safari Feb 05 2008 Holy FPU precision, Batman! Jan 22 2008 What’s taking up space in your programs? Jan 17 2008 About two years ago… Jan 15 2008 2007 What if eyes were orthographic? Dec 13 2007 Hi, this is me Dec 05 2007 Kindernoiser! Nov 21 2007 Oblique near plane with orthographic camera Nov 12 2007 What OpenGL actually needs Nov 08 2007 Splume! Oct 21 2007 Unity 2.0 is out Oct 19 2007 San Francisco! Oct 09 2007 Is OpenGL really faster than D3D9? Sep 23 2007 Demos and politics Sep 03 2007 Lolshadows! Aug 28 2007 Testing graphics code Jul 31 2007 Can you set OpenGL states independently? Jul 25 2007 Electronic Arts STL Jul 16 2007 “You should see the post-mortems” Jul 16 2007 Debugging story: video memory leaks Jul 14 2007 Encoding floats to RGBA, redux Jun 29 2007 My battery is better than yours Jun 18 2007 OpenGL pbuffers suck! Jun 04 2007 We’d better write software May 29 2007 Now that’s what I call a good API (stb_image) May 28 2007 Hey, 4 kilobyte intros are starting to get interesting! May 19 2007 MegaPixel on shockwave.com May 19 2007 It’s harder than “just use shaders”! May 07 2007 Wanna see what a camera looks like? Apr 10 2007 Small article on matrices Apr 06 2007 Who writes software nowadays? Apr 03 2007 Blog moved Mar 25 2007 ARB_vertex_buffer_object is stupid Mar 22 2007 Back from Seattle Mar 17 2007 A day well spent (encoding floats to RGBA) Mar 03 2007 There’s more than one me out there! Feb 18 2007 Getting political (Iraq)… Feb 18 2007 What’s wrong with this code? Feb 01 2007 2006 Wii or spirit of evil Oct 04 2006 Quote of the month Oct 01 2006 A steam of random things Aug 14 2006 Painting and wallpapering Jul 27 2006 A day in the life… Jul 06 2006 On work and clean code Jul 01 2006 Windows on a Mac experience Jun 01 2006 Back to some shader programming May 24 2006 It’s always unexpected Apr 20 2006 OOP and other things now and then Apr 20 2006 Threading woes Mar 27 2006 Why doesn’t this feature exist? Feb 27 2006 The holy grail of shadows Feb 18 2006 Pair programming / animations Feb 15 2006 Switched jobs - (almost) back in this crazy industry Jan 10 2006 Zen bondage! Jan 03 2006 2005 64k coding continued Dec 23 2005 Speculation: pipelining geometry shaders Dec 22 2005 Reading DX10 docs… Dec 16 2005 Pakimono! Dec 10 2005 Lost Garden Nov 08 2005 A crazy thought: 64k intro Nov 03 2005 HDR with MSAA demo Nov 02 2005 More HDR woes Nov 02 2005 Debugging plus Oct 26 2005 Jumped onto HDR bandwagon Oct 23 2005 Bought Rag Doll Kung Fu Oct 13 2005 Listening Oct 06 2005 An article on efficient D3DX Effects state management Oct 03 2005 Rag Doll Kung Fu Sep 27 2005 State management in D3DX Effects #2 Sep 27 2005 State management in D3DX Effects Sep 24 2005 Dingus redux at Pilgrimage’05 Sep 21 2005 C++ clunkiness Sep 19 2005 InteraMotion closes offices Sep 14 2005 Project Hoshimi 2006 Sep 01 2005 The Escapist Aug 31 2005 Doing something Aug 30 2005 Software of the week Aug 23 2005 Guns & games Aug 11 2005 What’s in the engine? Aug 09 2005 Back #2 - tiny photos from Japan Aug 07 2005 Back! Jul 26 2005 Vacation! Jul 13 2005 Press releases and other noise Jul 08 2005 Immediate mode GUI Jul 08 2005 Some new books Jul 07 2005 Reading Siggraph 2005 papers… Jul 04 2005 Mesh seamless texturing tool released Jul 01 2005 On some demos Jul 01 2005 Japan, here we come Jun 29 2005 While waiting for ImagineCup results… Jun 27 2005 Various Jun 25 2005 Demo engine to game engine Jun 13 2005 How to be creative Jun 13 2005 Demo engine website Jun 08 2005 3D engine design redux Jun 03 2005 3D engine design Jun 02 2005 Demo released! May 30 2005 The new chair May 30 2005 It all depends on the way you look May 25 2005 Demo nearly finished! May 24 2005 Work, work, work May 22 2005 24 / deadline’s near May 20 2005 Dilemmas May 18 2005 Improving UV mapping skills May 16 2005 Ambient occlusion takes ages to compute! May 13 2005 Working efficiently May 12 2005 A translation problem May 05 2005 Master thesis weirdness Apr 23 2005 Engine/demo sourcecode released Apr 22 2005 Content shoveling Apr 21 2005 A demo that still fascinates me Apr 20 2005 Animation blending for walk/run Apr 09 2005 Geoff Zatkin’s essay Apr 05 2005 I once wanted be a games programmer Apr 04 2005 Oh no, it’s a banana hotel! Apr 04 2005 Sleep. Repeat. Mar 30 2005 Not dead yet! Mar 29 2005 Why the demoscene matters / Why we suck Mar 17 2005 Demo progress: I’m morphing into an “artist” Mar 17 2005 Blender: first try; UV mapping Mar 06 2005 Ambient occlusion Mar 02 2005 Code dependencies Feb 26 2005 Software usability Feb 25 2005 White stuff Feb 22 2005 Scene.org awards Feb 17 2005 Smooth shadows idea (not) Feb 14 2005 Things to try Feb 11 2005 A bunch of hacks Feb 10 2005 Precalculated 2D fracture Feb 10 2005 What makes me an awful team member Feb 08 2005 ShaderX3 Feb 07 2005 Linear programming, redefined Feb 07 2005 The video cards are damn fast Feb 05 2005