Optimization |
Topic |
Author |
Description |
|
Fifteen Ways to do Faster Blits [Added: 7/24/1999]
|
David Berube
|
Contains several tips for optimizing blits. Includes sample blitting code and an explanation of what was done to speed it up.
|
|
Implementing a 3D SIMD Geometry and Lighting Pipeline [Added: 3/1/2000]
|
Ronen Zohar and Haim Barad
|
Covers speeding up your engine using the new P3 instructions. |
|
Leveraging the Power of Cache Memory [Added: 3/1/2000]
|
Alexandre Macris and Pascal Urro
|
Shows a couple of ways of using data structures to take advantage of caching. |
|
Optimizations Corner: An Optimized Matrix Library in C++ [Added: 7/10/2000]
|
Haim Barad
|
Presents a set of optimized matrix routines that take advantage of SIMD architectural enhancements done to recent microprocessors. |
|
Optimizations Corner: Cleaning Memory and Partial Stalls in Your Code [Added: 7/10/2000]
|
Haim Barad
|
Explains the concept of partial stalls and how they affects performance on modern dynamic execution microarchitectures, relevant to Pentium Pro, Pentium II, and Pentium III processors. |
|
Optimizations Corner: Sorry, But Size Does Count! [Added: 7/10/2000]
|
Haim Barad
|
Presents some useful data optimization guidelines and shows that size really does count after all. |
|
Optimizations Corner: Tessellation of 4x4 Bezier Patches for the Intel Pentium III Processor [Added: 4/27/2000]
|
Haim Barad
|
Barad demonstrates 4x4 Bezier patches and how, by creating an optimized engine that incorporates tessellated surfaces, one can exploit features such as continuous LOD and non-rigid body deformation. |
|
Pentium III Prefetch Optimizations Using the VTune Performance Analyzer [Added: 4/27/2000]
|
Ornit Gross
|
Speed up your games by prefetching data using Streaming SIMD Extensions. |
|
Performance Programming Applied to C++ [Added: 7/29/2000]
|
Joris Timmermans
|
Fast code is a goal we all share. This article covers techniques you need to know to improve the performance of your programs, including some C++ specific suggestions. |
|
Profiling, Data AnalEnsysis, Scalability, and Magic Numbers, Part 2: Using Scalable Features and Conquering the Seven Deadly Performance Sins [Added: 8/24/2000]
|
Herb Marselas
|
Ensemble's Herb Marselas concludes his two-part series on game optimization. |
|
Profiling, Data Analysis, Scalability, and Magic Numbers [Added: 8/16/2000]
|
Herb Marselas
|
The first of a two-part series reveals the tips, tricks, tools, and pitfalls that went into raising the performance profile of Age of Empires II: The Age of Kings. so that it would run well on the minimum machine specification. |
|
Speeding up Memory Reads and Writes with VectorC [Added: 8/16/2000]
|
Andrew Richards
|
This article covers "prefetching" and "non-temporal stores" which can speed up performance considerably when used well. It also discusses using assembly language instead of VectorC to do the same job. |
|
Using VectorC to Take Advantage of MMX, 3DNow! and SSE [Added: 7/7/2000]
|
Andrew Richards
|
VectorC is a new compiler specifically designed to be used in game development. Here, VectorC's creator describes how to use it to optimize performance using Intel and AMD's multimedia instructions. |
|
Video Applications For the Pentium III Processor [Added: 7/10/2000]
|
Asi Elbaz
|
Describes how the Pentium III processor and Streaming SIMD Extensions can improve the performance of integer-based applications, using examples from the MPEG encoder application. |
|