The language war in game development is long over - and the winner is C++. The utmost majority of code that’s going to run on the users side (engine code and game code) is written in C++. This is mostly not because the language is good, but because there is no better alternative.| zeux.io
When working with various forms of culling, it can be useful to project the object bounds to screen space. This is necessary to implement various forms of occlusion culling when using a depth pyramid, or to be able to reject objects or clusters that don’t contribute to any pixels. The same operation can also be used for level of detail selection, although it’s typically faster to approximate the projected area on screen - here we’re interested in efficient conservative projected bounds....| zeux.io
Today I’m going to describe a not very practical but neat experiment, the result of which is a sequence that’s awfully slow to sort using Microsoft STL implementation; additionally, the method of generating such sequence naturally extends to any other quicksort-like approach.| zeux.io