4/May 2013
13 min. read
I’ve been thinking about the representation and loading of game data recently. This has largely been the result of stumbling upon a variety of blog posts and libraries such as:
http://gamedevcoder.wordpress.com/2013/02/16/c-plus-plus-rtti-for-games/
http://kentonv.github.io/capnproto/install.html
http://blinkprotocol.org/
http://www.altdevblogaday.com/2012/06/04/read-my-lips-no-more-loading-screens/
Desired characteristics So, the basic problem is that you want to store a large variety of “resources” for a game “level” (or “sector” or whatever), describing all sorts of things such as the location of every object, the vertices of every mesh, and so on.
18/Apr 2013
8 min. read
So it turns out youtube comments suck. I’ll write my response to Jeff and Casey’s latest podcast in blog form instead of continuing the discussion there. View it here: http://www.youtube.com/watch?v=tK50z_gUpZI
Now, first let me say that I agree with 99% of the sentiment of this podcast. I think writing high performance games in Java or C# is kinda crazy, and the current trend of writing apps in HTML5 and JavaScript and then running it on top of some browser-like environment is positively bonkers.
22/Feb 2013
8 min. read
Specializing code is nothing new, but I’m surprised that modern programming languages don’t attempt to make this easier.
Just to give you some context, the idea is that whenever you have an algorithm that takes multiple parameters where one or more of the parameters are fixed for some period of time, you specialize the code for the fixed parameters in order to achieve greater optimization at runtime. A key idea is that you may not know at compile time what the fixed value is, and the duration for which a value is fixed could be shorter than the execution of the program (mere milliseconds, even).
19/Dec 2012
8 min. read
This post is about resizable arrays that would serve as an alternative to std::vector. You’re probably familiar with geometrically growing arrays like std::vector, so I won’t waste time describing them in detail. Briefly, they offer amortized constant-time append and lookups, but with a pretty severe cost to space overhead (as low as 33% utilization, after shrinking until you hit a realloc, or 50% if all you ever do is append). Another issue is that the elements of the array get copied ever so often.
1/Dec 2012
13 min. read
One of the things that’s annoyed me for a while is that there aren’t any high performance, high level languages, really being seriously developed. It seems to me that most of the benefits from high level languages, if carefully designed, have no or very limited performance implications, but yet we get languages that either largely abandon safety and productivity concerns even when there’s no reason (iterations on C/C++ mostly, including Go and D), or we get high level languages that throw out performance considerations left and right for minor convenience reasons (e.
19/Aug 2012
5 min. read
So OnLive is having some trouble, leading a lot of people to proclaim the death of cloud gaming. Not me. I’m pretty convinced that cloud gaming is the inevitable future, the question is merely one of time.
First, let’s just talk about the technical issue of latency. It’s not solved right now, but it’s really not a fundamental law of physics like some people make out. Plenty of games released today have more than 100ms of latency, most of which is avoidable through software, and some of which can be avoided with better hardware and protocols (e.
23/Jun 2012
12 min. read
Storing data on the surfaces of meshes is somewhat of a pain. It involves unwrapping the surface into a 2D UV layout, which is time consuming and can lead to tricky issues such as seams and packing inefficiencies. I’m sure you know all about it.
For this reason, it makes sense to want to switch to some kind of automatic parameterization. Recently PTex has been proposed as a suitable approach for real-time graphics.
12/Aug 2011
3 min. read
Quick idea that I had a few weeks ago regarding raytracing things like AO and potentially GI/FG. The basic observation is that for AO ray tracing you have far more rays than you have triangles, so it really doesn’t make sense that we only focus on spatial paritioning for the triangles. I suspect there’s some bias here because we’re so used to thinking of our rays as travelling around a static scene, so we just kind spatially subdivide the scene without even thinking about it.
3/Dec 2010
3 min. read
As the years go by and I see more and more painful bugs and convoluted architectures in OOP systems the more convinced I am that implementation inheritance is almost always the wrong answer, and that some kind of trait/mixin/delegation system is superior.
Inheritance sucks partly because you’re expected to extend a class that you didn’t write (or that you at least ostensibly plan to modify independently), by patching into a few of the methods here and there and mucking around with the “protected” innards.
16/Oct 2010
2 min. read
I just read yet another person say something along the lines of “there will always be piracy, it’s inevitable”. This line of thought bugs me. No, it’s not inevitable. It’s the best we can do right now for a variety of mostly non-technical reasons but it’s not that hard to come up with some rough proof-sketches that piracy can be 100% avoided, technically.
At the extreme you could have built in signature verification on the CPU itself so it will simply refuse to load any code that isn’t cryptographically signed for _that _chip and that chip alone, then distribute executables as DLC, with per-customer signatures.