Recent content by discouraged_one

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    Optimizing shaders

    I mean NOT creating shaders in asm, but look at what is generated. You CAN create HLSL code that will compile to optimal asm, but you need to think, and evaluate asm you get. On ps3 it is custom version of nvshaderperf. You can also use AMD ShaderAnalyzer. And yes, i re-iterate, create asm...
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    Optimizing shaders

    The best way is to generate asm code - and walk through it. Trust me, compilers can create awful code out of nowhere. If you want some example - last time I used asm "magic" was: 1 / sqrt(float4) which was compiled to four fragments (per component) rsq() rcp() rcp() instead of of simple rsq()
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    Fast 3D per polygon collision in low poly environment

    OcTree\QuadTree. Create polygon soup: not necessarily from level geometry - you can optimize a lot. If you are not doing "next-gen" levels - it will suffice. In general quad\octrees are better for outdoor, BSP for indoor. Uniform grids are most optimal if you have really *uniform* grid 8)
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