solid-angle blogspot.com

Solid Angle

Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This .

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Dead Voxels

Sunday, March 20, 2016. Everything Old is New Again! This GDC seemed to be more productive than most in recent memory, despite spending most of it in meetings, as per usual. Ensure all your objects can be charted. Build a list of visible objects.

0xjfdube Random programming stuff

In my previous post on implementing a recursive read-write spinlock. I briefly talked about trivial optimizations that could be done to improve the time spent in the lock functions. Test that only test the reader locks without any writers involved, and a. Measuring optimizations from the first post.

Rachels Lab Notes

Game Development as seen through the Blum Filter. There was preparation for SIGGRAPH. A cross-platform threading library, and made the amp source. At least for the prototyping.

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Solid Angle

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Random thoughts about game development. Monday, March 3, 2014. Programmers dont generally have reels, but we do have blogs. Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work. 160;renderer. This .

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This web page solid-angle.blogspot.com states the following, "Monday, March 3, 2014." We saw that the webpage said " Programmers dont generally have reels, but we do have blogs." It also said " Ive been explaining the rendering work I did on BioShock Infinite quite a bit due to recent events. And I thought it made sense to write some of it down here. For the bulk of development, I was the only on-site graphics programmer. As Principal Graphics Programmer I did quite a bit of implementation, but also coordinated and tasked any offsite rendering work."

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