Real-time interactive milling simulation using exact mesh booleans (~1 ms per step).
I teased this on the weekend. This is super hard for various reasons.
The sphere is actually sweeped each step, so we have a unique ~300 tris mesh each time. No preprocessing possible.
Then the sweep starts at the exact location the previous ended, meaning ~100 coplanar tris each time.
The workpiece accumulates triangles away from the "action" which must not affect perf.
Neuer Podcast:
Netzwerke (SFT 21)
Gibt es überall, wo man Podcasts vermuten würde oder gleich hier:
https://www.stayforever.de/2026/03/netzwerke-sft-21/
ubisoft did a unreal 5

GDC 2016: "Taming the Jaguar: x86 Optimization at Insomniac Games" by Andreas Fredriksson (@deplinenoise) of Insomniac Games https://gdcvault.com/play/1023340/Taming-the-Jaguar-x86-Optimization
I thought this was really good, because it discussed CPU microarchitecture in an understandable way.
The first section was about the frontend of the chip, which is the part that fetches instructions. The Jaguar can fetch 2 instructions per cycle, which can actually be a bottleneck if you're doing a bunch of quick math on registers.
1/6