Graphics Pipeline
2011 A trip through the Graphics Pipeline 2011 Fabian Giesen
Labels:
Graphics Processing
Network Databases
2007 The Next Generation of Neural Networks Geoffrey Hinton
Labels:
Database Models
Branch Elimination
2006 Benefits to Branch Elimination Mike Acton
2007 Switch case to a jump table bytes
2009 Jump Table Switch Case question stackoverflow
2011 Old Tricks, New Dogs: Removing Branches Luke Hutchinson
wiki Switch Statement Smell c2 wiki
wiki Branch Table
wiki Duff's device
2007 Switch case to a jump table bytes
2009 Jump Table Switch Case question stackoverflow
2011 Old Tricks, New Dogs: Removing Branches Luke Hutchinson
wiki Switch Statement Smell c2 wiki
wiki Branch Table
wiki Duff's device
SSAO
2011 Multi-resolution screen-space ambient occlusion Hoang Thai Duong
Labels:
Graphics Processing,
Shaders
N-Body Problem
2011 The Barnes-Hut Algorithm Tom Ventimiglia & Kevin Wayne
Labels:
Algorithms,
Physical Simulation
Program Compilation
1999 C/C++ Program Compilation Dave Marshall
2002 Makefiles by example Hector Urtubia
2004 Beginner's Guide to Linkers David Drysdale
2008 C++ and the linker Alexander Bernauer
2002 Makefiles by example Hector Urtubia
2004 Beginner's Guide to Linkers David Drysdale
2008 C++ and the linker Alexander Bernauer
Main Loops
2001 Main Loop with Fixed Time Steps Javier Arevalo
2006 Fix Your Timestep Glenn Fiedler
2008 Canonical Game Loop bulletphysics.org Wiki
2011 Threading and Your Game Loop Kevin Gadd
2006 Fix Your Timestep Glenn Fiedler
2008 Canonical Game Loop bulletphysics.org Wiki
2011 Threading and Your Game Loop Kevin Gadd
Labels:
Control Flow,
Physical Simulation
HTML5
2010 OpenGL and 3D in HTML5 David Griffiths
2011 HTML5 fundamentals, Part 1 Grace Walker
2011 HTML5 fundamentals, Part 2: Organizing inputs Grace Walker
2011 HTML5 fundamentals, Part 1 Grace Walker
2011 HTML5 fundamentals, Part 2: Organizing inputs Grace Walker
Labels:
Markup Languages
Software Development
1999 Big Ball of Mud Brian Foote and Joseph Yoder
2008 Clean Code Sam Zenpus
2011 Writing Maintainable Code Michael Williamson
2011 Agile Scrum: Delivering Broken Software Since 1991 Pete Sergeant
2011 Parallel Implementations John Carmack
2008 Clean Code Sam Zenpus
2011 Writing Maintainable Code Michael Williamson
2011 Agile Scrum: Delivering Broken Software Since 1991 Pete Sergeant
2011 Parallel Implementations John Carmack
State Machine Management
2006 PDF An Architecture for Game State Management Based on State Hierarchies Valente, Conci & Feijo
Labels:
Design Patterns,
State Machines
Scene Hierarchy
2008 Combining transform hierarchy and dynamics/physics gamedev.net
2011 Data oriented scene gamedev.net
2011 Entity/SceneNode Distinction in a Game Engine gamedev.net
2011 Data oriented scene gamedev.net
2011 Entity/SceneNode Distinction in a Game Engine gamedev.net
Labels:
Physical Simulation,
Scene graphs
Data Oriented Programming
2007 Functional Principles of Cache Memory Paul V. Bolotoff
2007 What Every Programmer Should Know About Memory Ulrich Drepper
2008 Checking available stack size in C stackoverflow.com
2009 PDF Pitfalls of Object Oriented Programming Tony Albrecht
2009 Delicious Data Baking Noel Llopis
2011 Why is one loop so much slower than two loops? stackoverflow
2012 You ever wonder what the most optimal block size for a database system on a spindle drive or SSD was? Riyad Kalla
2007 What Every Programmer Should Know About Memory Ulrich Drepper
2008 Checking available stack size in C stackoverflow.com
2009 PDF Pitfalls of Object Oriented Programming Tony Albrecht
2009 Delicious Data Baking Noel Llopis
2010 Pitfalls of lack of encapsulation Oleg Andreev
2010 [C++] Suitable container for tree nodes gamedev.net
2010 Scope Stack Allocation Andreas Fredriksson
2010 Gallery of Processor Cache Effects Igor Ostrovsky
2011 ACCU 2011: Scott Meyers on CPU Caches and Why You Care Scott Meyers
2011 Data Oriented Design: How to disable elements gamedev.net
2011 Alternatives to malloc and new Steven Tovey
2010 [C++] Suitable container for tree nodes gamedev.net
2010 Scope Stack Allocation Andreas Fredriksson
2010 Gallery of Processor Cache Effects Igor Ostrovsky
2011 ACCU 2011: Scott Meyers on CPU Caches and Why You Care Scott Meyers
2011 Data Oriented Design: How to disable elements gamedev.net
2011 Alternatives to malloc and new Steven Tovey
2011 Why is one loop so much slower than two loops? stackoverflow
2012 You ever wonder what the most optimal block size for a database system on a spindle drive or SSD was? Riyad Kalla
Labels:
Paradigms
Entity Component Systems
2002 Game Object Structure: Inheritance vs. Aggregation Kyle Wilson
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
2004 Introduction To Dungeon Siege Architecture Gas Powered Games
2007 Evolve Your Hierarchy Mick West
2008 Segregation is Good Victor Nicollet
2009 Game Programming Patterns: Component Robert Nystrom
2009 Component Based Entity System Design Part 1 Tyler Bello
2010 Component Based Entity System Design - Phase 2: post 30 gamedev.net
2010 PPT A Dynamic Component Architecture for High Performance Gameplay Terrance Cohen
2011 Refactoring with components gamedev.net
Labels:
Design Patterns
Subscribe to:
Posts (Atom)