Achievement | Engine/Game | Why it's bad |
---|---|---|
storing world space positions in gbuffer | STALKER, F.E.A.R. | Depth buffer can be used to derive position saving a lot of memory bandwidth |
uploaded texture upside down | Various engines, mostly Quake derived. | Difficult to debug with tools like apitrace, nsight, pix, renderdoc, etc |
Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger ([email protected]) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
// Just before switching jobs: | |
// Add one of these. | |
// Preferably into the same commit where you do a large merge. | |
// | |
// This started as a tweet with a joke of "C++ pro-tip: #define private public", | |
// and then it quickly escalated into more and more evil suggestions. | |
// I've tried to capture interesting suggestions here. | |
// | |
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_, | |
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant, |
// ---------------------------------------------------------------------------- | |
// constexpr_hash_murmur.h | |
// ---------------------------------------------------------------------------- | |
// compile time string hashing(murmur hash equivalent). | |
// @see also https://sites.google.com/site/murmurhash/ | |
#pragma once | |
#include <stdint.h> | |
#if defined(_MSC_VER) | |
#pragma warning (push) |
var mediaJSON = { "categories" : [ { "name" : "Movies", | |
"videos" : [ | |
{ "description" : "Big Buck Bunny tells the story of a giant rabbit with a heart bigger than himself. When one sunny day three rodents rudely harass him, something snaps... and the rabbit ain't no bunny anymore! In the typical cartoon tradition he prepares the nasty rodents a comical revenge.\n\nLicensed under the Creative Commons Attribution license\nhttp://www.bigbuckbunny.org", | |
"sources" : [ "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/BigBuckBunny.mp4" ], | |
"subtitle" : "By Blender Foundation", | |
"thumb" : "images/BigBuckBunny.jpg", | |
"title" : "Big Buck Bunny" | |
}, | |
{ "description" : "The first Blender Open Movie from 2006", | |
"sources" : [ "http://commondatastorage.googleapis.com/gtv-videos-bucket/sample/ElephantsDream.mp4" ], |
Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
Coding practices are a source of a lot of arguments among programmers. Coding standards, to some degree, help us to put certain questions to bed and resolve stylistic debates. No coding standard makes everyone happy. (And even their existence is sure to make some unhappy.) What follows are the standards we put together on the Core team, which have become the general coding standard for all programming teams on new code development. We’ve tried to balance the need for creating a common, recognizable and readable code base with not unduly burdening the programmer with minor code formatting concerns.
The Gilbert–Johnson–Keerthi (GJK) distance algorithm is a method of determining the minimum distance between two convex sets. The algorithm's stability, speed which operates in near-constant time, and small storage footprint make it popular for realtime collision detection.
Unlike many other distance algorithms, it has no requirments on geometry data to be stored in any specific format, but instead relies solely on a support function to iteratively generate closer simplices to the correct answer using the Minkowski sum (CSO) of two convex shapes.
# source:http://geocities.com/SiliconValley/heights/7052/opcode.txt | |
From: [email protected] (Mark Hopkins) | |
Newsgroups: alt.lang.asm | |
Subject: A Summary of the 80486 Opcodes and Instructions | |
(1) The 80x86 is an Octal Machine | |
This is a follow-up and revision of an article posted in alt.lang.asm on | |
7-5-92 concerning the 80x86 instruction encoding. | |
The only proper way to understand 80x86 coding is to realize that ALL 80x86 |