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Author: Enyo

The disastrous failures to optimize dual-depth peeling with NSight

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%…

My pathfinding demo (pre-alpha version: FLT_MIN)

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…