implemented. Even if you are not interested in the gameplay aspect of this,
the developer tools and debug visualization is a great example of how to
make designers' jobs easier.
https://www.doublefine.com/news/devin-target-search
#UnrealEngine
| GitHub | https://github.com/Arcnor |
New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. Boosts appreciated!
meshoptimizer implements several geometry compression algorithms that are designed to take advantage of redundancies common in mesh data and decompress quickly - targeting many gigabytes per second in decoding throughput. One of them, index decoder, has seen a significant and unexpected variance in performance across multiple compilers and compiler releases recently; upon closer investigation, the differences can mostly be attributed to the same microarchitectural detail that is not often talked about. So I thought it would be interesting to write about it.

Every programmer should play “The Deadlock Empire”: https://deadlockempire.github.io/
This is a web-based game that *will* challenge your assumptions about concurrency and the management thereof. It will make you better at concurrent programming.
I made a little video about how the new audio subsystem in SDL3 works! I think you're _really_ going to like it!
Here's a quick rundown of the new SDL3 Audio Subsystem!Want you name in lights? Or at least in my YouTube videos?https://patreon.com/icculus or https://githu...