Tag Archives: optimize

Just keeping it real, part 6

It has been a while, but you know I’ve been keeping it real in the meantime. Firstly I’d like to mention a demo that I have cooperated on, which is loosely related to this series. This demo is called The … Continue reading

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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

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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 I think most of it still applies today, although Java has long been replaced by C#.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

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Optimizing in higher programming languages

Here is yet another old piece, which may still be quite useful. It was written around the time that I was developing my 3D renderer in Java. There was no proper 3D acceleration support for Java yet, and Java runs … Continue reading

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CPUs and pipelines, how do they work?

After the tutorial on C that I re-published recently, it is now time for another old article that is still remarkably educational and useful today. It describes the internals of the Pentium and Pentium Pro CPUs. Ironically enough, today’s Intel … Continue reading

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Just keeping it real, part 5.1

Picking up where I left off in part 5, the subpixel-corrected polygons on Amiga: The subpixel-correction in itself appeared to work. My analysis of the input terms for the blitter’s linedrawing appeared to be correct: you can specify the error-term … Continue reading

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Just keeping it real, part 5

Ah, there it is at last, part 5! In case you were wondering why the previous two posts were not just part 5 and 6 already, well that is because they were not planned originally, and they were just things … Continue reading

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Just keeping it real, part 4.6

I’d like to correct something from the first part of this series. I mentioned some examples of very fast polygon routines on early PC hardware. Namely Triton’s Crystal Dream: And the game F29 Retaliator: At the time I suspected that … Continue reading

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Just keeping it real, part 4.5

There is an issue with the EGA code that I noticed early on, but I have not mentioned it yet, because I was not sure what was going on exactly. I have found most of the answers now, so let … Continue reading

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Just keeping it real, part 4

Wow, part 4 already. I was only planning for 2 parts initially: one for PC, and one for Amiga. But after 3 parts, there is still some unfinished business. Let’s see if I can wrap it up now. First, let’s … Continue reading

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