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Flexible Particle System - Summary

Updated:

It’s been one year since the first posts about my particle system: a demo in March and then an introduction in April. Last time I wrote about renderer updates and this was the last planned post for the series. I think most of requirements were achieved and I can be quite happy about the results.

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Soft Skills - Book Review

Updated:

Programmers are not machines that just write code. We have feeling and emotions as well! ;) We all need to learn a lot of new things, sharpen the saw, focus, make good choices about our career path, and simply, have fun. While most books describe the technical side of coding, not many address the psychological/business/economic side of our profession.

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Vulkan

Updated:

At GDC 2015 in San Francisco, Khronos announced new API for graphics and compute, previously it was called glNext… but now the official name is “Vulkan”! I could not resist to write some comments about this new and intriguing standard that can potentially “replace” OpenGL. Bunch of links   khronos.org/vulkan - the official site for Vulkan API.

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Flexible particle system - Renderer optimization

Updated:

Finally, I managed to finish the adventure with my particle system! This time I’d like to share some thoughts about improvements in the OpenGL renderer. Code was simplified and I got little performance improvement. The Series   Initial Particle Demo Introduction Particle Container 1 - problems Particle Container 2 - implementation Generators & Emitters Updaters Renderer Introduction to Software Optimization Tools Optimizations Code Optimizations Renderer Optimizations Summary The most recent repo: particles/renderer_opt @github

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Finding memory leaks with Deleaker

Updated:

Since the beginning of January I’ve had a chance to play with a nice tool called Deleaker. Its main role, as can be easily decoded, is to find leaks in your native applications. I often had problems creating and maintaining custom code that tracks leaks, so Deleaker seems to be a huge relief in those situations.

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Persistent Mapped Buffers, Benchmark Results

Updated:

In part 2 of the article about persistent mapped buffers I share results from the demo app. I’ve compared single, double and triple buffering approach for persistent mapped buffers. Additionally there is a comparison for standard methods: glBuffer*Data and glMapBuffer. Note: This post is a second part of the article about Persistent Mapped Buffers,

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Persistent Mapped Buffers in OpenGL

Updated:

It seems that it’s not easy to efficiently move data from CPU to GPU. Especially, if we like to do it often - like every frame, for example. Fortunately, OpenGL (since version 4.4) gives us a new technique to fight this problem. It’s called persistent mapped buffers that comes from the ARB_buffer_storage extension.

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Errata and a Nice C++ Factory Implementation

Updated:

I’ve finally got my copy of “Effective Modern C++”! The book looks great, good paper, nice font, colors… and of course the content :) While skimming through it for the first (or second) time I’ve found a nice idea for a factory method. I wanted to test it. The idea   In the Item 18 there was described how to use std::unique_ptr and why it’s far better than raw pointers or (deprecated) auto_ptr.

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C++ Status at the end of 2014

Updated:

This was a good year for C++! Short summary (language features): Clang supports C++14 GCC supports C++11 and most of C++14 (Full support in upcoming GCC 5.0) Intel 15.0 supports C++11 (some features on Linux/OSX only) Visual Studio tries to catch up with C++11, but it also introduces C++14 features as well… and it become (almost) free!

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