In this post I will do my best to explain all my attempts towards optimizing the above algorithm. All of them were unsuccessful, so these two guys in NVIDIA (Louis Bavoil, Kevin Myers) did a pretty good job. However, I managed to get a few extra percent utilization in the CROP unit(from 32%-33% to 41,4%…
EnevEngine
In this post I will explain all the small pitfalls in which I fell so that you do not have to. First of all is the use of glMapBuffer() instead of glBufferSubData() and I was causing the so called implicit synchronization. What this means is that even if at first it might seem to you…
Why did I decide to use it? Well, it is not because it is very popular, but because it actually solved a problem (not the most difficult, but still a problem)! Always look for a solution to the problem, not for what is currently the most used architecture design. The problem was that through the…
This is my first blog in a short series about game engine development. In this specific blog, I will demonstrate the pathfinding algorithm of my game. There are currently three stages to it (there will be much more when it is in a complete state). The precomputation, the actual pathfinding and the smoothing of the…