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Monthly Archives: March 2013
Latency and stuttering with 3D acceleration
The other day, I read this interesting article on Anandtech about the GPU stuttering issues that were recently discovered with AMD cards. I wanted to do a quick write-up about that, since it relates to what I am doing. As … Continue reading
Posted in Direct3D, Hardware news, OpenGL, Software development
Tagged AMD, computer, Direct3D, FRAPS, gaming, GPU, Intel, latency, latency issues, nvidia, OpenGL, technology
2 Comments
Just keeping it real, part 10.1
Last time, I covered the basics of doing multiply and divide with 8-bit numbers. So far, these routines only worked for unsigned numbers. This time I will show how to add support for signed numbers, some ways to extend these … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, 8 bits, addition and subtraction, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, naïve approach, oldskool, optimize, status flags, steve wozniak, technology, timing
1 Comment
Just keeping it real, part 10
Let’s explore the Commodore 64 some more. The topic today is: mathematics. And again, we are going to keep it real, VERY real. I have to admit, originally the ‘keeping it real’ was mainly a play of words on the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged 6502, 6510, assembly, C64, Commodore 64, computer, demoscene, divide, mutiply, oldskool, optimize, steve wozniak, technology, timing
2 Comments
Just keeping it real, part 8
As I already said in the first part of this series, one of my first computers was the Commodore 64, and I would love to know more about programming it at a low level. I think I will follow roughly the … Continue reading
Posted in Oldskool/retro programming, Software development
Tagged assembly, C64, Camelot, Commodore 64, demoscene, KickAssembler, Mads Nielsen, oldskool, optimize, Power C, SID, Slammer, Turbo Assembler, TurboAss, VIC
3 Comments