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Monthly Archives: March 2012
nVidia’s new GeForce GTX680: You win some, you lose some?
Today, nVidia has introduced the first of its new 600-series of videocards, based on the new Kepler architecture (as opposed to the Fermi architecture used in the 400- and 500-series). All the major review sites are putting up their reviews … Continue reading
Posted in Hardware news
Tagged 7970, AMD, computer, D3D, D3D11, Direct3D, DirectX, DX11, gaming, geforce, GPU, GTX580, GTX680, nvidia, nvidia geforce, OpenGL, peak throughput, performance, Radeon, technology
4 Comments
Triton’s Crystal Dream restored and preserved for posterity
As I mentioned earlier, I have fixed the Sound Blaster routines for Crystal Dream by Triton. I have made a video capture of it playing on my 486DX2-80, with Sound Blaster Pro: In a way it feels like restoring an … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, bug, Crystal Dream, demo, demo effects, demoscene, disassemble, EGA, fix, oldskool, PC, pc demo scene, RE, reverse engineer, SB, scene, software, Sound Blaster, space pigs, technology, Triton, VGA, x86
20 Comments
My most ‘DailyWTF’ moment?
I’d like to tell a little anecdote, something that happened a few years ago. Things went wrong in so many ways… Let me try to paint the situation here: A large worldwide company, with development centers around the world (in … Continue reading
Posted in Direct3D, OpenGL, Software development
Tagged Agile, Agile Development, bug, Build Server, chief architect, concurrency, DailyWTF, Git, multithreading, optimize, Ruby, snafu
5 Comments
Oldskool demo fixing
While I was doing the oldskool PC stuff, the demo Crystal Dream by Triton was one of my inspirations: It’s one of the first demos ever to have smooth polygons on PC, and great mod-based music. It uses the same … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged ASM, bug, Crystal Dream, demo, demoscene, disassemble, EGA, fix, oldskool, PC, RE, reverse engineer, SB, scene, software, Sound Blaster, technology, Triton, VGA, x86
6 Comments
Scali’s guide to joyful programming
Another fun piece that I wrote quite a while ago. I think most of it still applies today, although Java has long been replaced by C#. Then again, as the languages are so similar, you can just replace ‘Java’ with … Continue reading
Ivy Bridge: Intel goes 22 nm and DirectX 11
Today we can see a preview of Intel’s upcoming Ivy Bridge at Anandtech: http://www.anandtech.com/show/5626/ivy-bridge-preview-core-i7-3770k Once again, Intel has pulled off the seemingly impossible: they increased the IPC of the Core i7 series. They have also made the turbo more aggressive … Continue reading
Posted in Direct3D, Hardware news
Tagged 22 nm, computer, Core i7, DirectCompute, DirectX 11, gaming, graphics performance, Intel, IPC, Ivy Bridge, lower power consumption, performance intel, technology, Turbo
13 Comments
Legacy Catalyst driver problems with OpenGL, AMD replies
Right, I’ve told you about the issues with the AMD legacy driver. I also reported the issue to AMD technical support. I’m surprised they replied at all, but let’s go through their reply step-by-step, as it’s quite a good one: Thank … Continue reading
Posted in Hardware news, OpenGL, Software development, Software news
Tagged AMD, ATi, aticfx32.dll, atioglxx.dll, bug, Catalyst, driver, failure, legacy, OpenGL, problem, Radeon
10 Comments
Legacy Catalyst driver problems with OpenGL
Because of the work I have done on the iOS and Android renderers, my OpenGL engine had to stop being dependent on GLUT. This was a good thing anyway, since GLUT is outdated, and no longer maintained, and has various … Continue reading
Posted in Hardware news, OpenGL, Software development, Software news
Tagged AMD, ATi, aticfx32.dll, atioglxx.dll, bug, Catalyst, driver, failure, legacy, OpenGL, problem, Radeon
12 Comments