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	<title>GBuffer.net &#187; gamedev</title>
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	<description>&#62; Sid’s data dump</description>
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		<title>New demo on spherical harmonic lighting</title>
		<link>http://www.gbuffer.net/archives/317</link>
		<comments>http://www.gbuffer.net/archives/317#comments</comments>
		<pubDate>Sat, 08 Jan 2011 00:13:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[demos]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://www.gbuffer.net/?p=317</guid>
		<description><![CDATA[Looks like this blog is now being updated bi-annually. The last year or so has been quite a busy time for me. I&#8217;ve been updating my core skills. One of my main targets was to get my head round to understanding a global illumination technique that everyone seems to love so much these days &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Looks like this blog is now being updated bi-annually. The last year or so has been quite a busy time for me. I&#8217;ve been updating my core skills. One of my main targets was to get my head round to understanding a global illumination technique that everyone seems to love so much these days &#8211; spherical harmonic lighting. It took some time for me to get my head around the math, and even more time for me to find the spare time to make an implementation. <a href="/shlighting">Click here to go to the page</a> with details on the implementation and a link to the full source code. As with a lot of things, once I understood what was being done, it all looked quite simple and straight forward. With that being said, I must say I still can&#8217;t claim to be an expert on the subject, but as I time goes by I hope to continue to improve upon it as the need arises.</p>
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		<title>Vector Texture v1</title>
		<link>http://www.gbuffer.net/archives/136</link>
		<comments>http://www.gbuffer.net/archives/136#comments</comments>
		<pubDate>Fri, 27 Mar 2009 14:06:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
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		<description><![CDATA[It&#8217;s been some time since anything technical has been posted here. Been spending my time building up a stronger base since the top seemed a little wobbly. Got a new demo out today. It&#8217;s something that some people (including me) call vector textures. A very interesting technique that uses the existing texture resizing methods implemented [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been some time since anything technical has been posted here. Been spending my time building up a stronger base since the top seemed a little wobbly.</p>
<p>Got a new demo out today. It&#8217;s something that some people (including me) call vector textures. A very interesting technique that uses the existing texture resizing methods implemented on the GPU. These days it&#8217;s hard to find graphics techniques that manage really makes use of everything the GPU provides us with. What&#8217;s even nicer is that this technique could improve existing methods of rendering things like text and could even be extended to rendering blades of grass or leaves on a tree where the possibility of zooming in to a leaf is very real.</p>
<p>Go ahead, <a href="/vector-textures">read more about it and download the demo here</a></p>
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		<title>My experience with optimizing a game engine</title>
		<link>http://www.gbuffer.net/archives/16</link>
		<comments>http://www.gbuffer.net/archives/16#comments</comments>
		<pubDate>Fri, 26 Oct 2007 12:59:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://pacman/testrun/?p=16</guid>
		<description><![CDATA[&#34;You&#39;re bound to be unhappy if you optimize everything&#34; &#8211; Donald Knuth As with every new programmer I would spend endless hours trying to squeeze optimization out of every small piece of code on my engine . I wanted it to be the fastest. I always thought that writing every line of code in assembly [...]]]></description>
			<content:encoded><![CDATA[<p>&quot;You&#39;re bound to be unhappy if you optimize everything&quot;<br /> &#8211; <a href="http://en.wikipedia.org/wiki/Donald_Knuth">Donald Knuth</a> </p>
<p>As with every new programmer I would spend endless hours trying to squeeze optimization out of every small piece of code on my <a href="http://sourceforge.net/projects/replica3d">engine</a> . I wanted it to be the fastest. I always thought that writing every line of code in assembly would make a super fast engine, not knowing that the compiler would probably optimize my code better. I would spend long hours studying SSE instructions. Well one advantage is that I am no longer afraid of ASM , but I was generally unhappy that my engine was not be super optimized and nearly as fast as a commercial game, even though it was probably doing only 25% of the tasks. Colleagues (just as inexperienced as me at the time) would come up to me and say &#39;Hey, you know this guy, he wrote a whole OS in assembly&#39;. And we would all think that this guy wrote the best OS in the world. But hey, wait a minute. Then why are over 80% of the desktops still using Windows?</p>
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