Friday, August 7, 2009
CPU Caches 2
To achieve maximum performance of multi-threaded application you should run same jobs on same threads (CPU's). It's very important for applications based on small thread jobs.
Thursday, August 6, 2009
Physics status
Performance and stability of physics is much improved and it's not a final result:)
State of all physical objects can be stored into the special buffers. In this demos this buffers are used for time wrapping effect:
This is a heap of joints:
And funny stuff with homuncles:)
State of all physical objects can be stored into the special buffers. In this demos this buffers are used for time wrapping effect:
This is a heap of joints:
And funny stuff with homuncles:)
Sunday, August 2, 2009
Saturday, August 1, 2009
Timetable
Average timetable of last week:
18:00 home power on
19:00 office work on
11:00 office work off
11:30 home power off
18:00 home power on
19:00 office work on
11:00 office work off
11:30 home power off
Tuesday, July 28, 2009
Recent photo of the crew
From left to right:
* Frustum (Alexander Zaprjagaev) // CTO and The Brain
* Andrewko (Andrey Kolchin) // 3D artist
* Silvero (Iliya Abzaev) // developer
* ANet (Anna Ishina) // developer
* FadeToBlack (Alexey Egorov) // developer
* Silen (Vitaliy Sidorov) // game designer
* TmifX (Ivan Gulyaev) // developer
* Binstream (Denis Shergin) // CEO
* Pluton (Andrey Kushner) // lead 3D artist
* Brrrrr (Stanislav Zagniy) // 3D artist
* Manguste (Nadezhda Ovchinnikova) // technical writer
Missing on the photo: Jane (Eugenia Shergina), JL (Eugeniy Logvinov), Paralyzah (Michael Kondratyev).
PS: It was the opening night of "Harry Potter and the Half-Blood Prince" in Tomsk.
PPS: Siberian summer can be hot! but short as well :(
Tuesday, July 21, 2009
New script feature
Expression e0 = new Expression("133.0 * 133.0"); |
float: 17689
int: 10
int: 36339
Thursday, July 9, 2009
AMD_vertex_shader_tessellator
Saturday, July 4, 2009
Thursday, July 2, 2009
Unigine goes PS3
We made it, Unigine joined Tools & Middleware License Program for PLAYSTATION®3.
The process took 8 months to complete, it was kinda hard. Now we're going to get devkits and make the porting!
The process took 8 months to complete, it was kinda hard. Now we're going to get devkits and make the porting!
CPU Caches
Sometimes absolutely correct code can produces huge stalls because of cache misses.
For example if we have two 3D arrays: source ([128][128][16]) and destination ([16][128][128]) and we should copy data from source to destination.
Ordinary copying spends 5.0ms on old Athlon64 X2 3800+ CPU in this case.
But if we create a temporary copy array ([16][129][129]) and perform copying of data two times (from source to copy and from copy to destination), so copying time is only 1.9ms.
For example if we have two 3D arrays: source ([128][128][16]) and destination ([16][128][128]) and we should copy data from source to destination.
Ordinary copying spends 5.0ms on old Athlon64 X2 3800+ CPU in this case.
But if we create a temporary copy array ([16][129][129]) and perform copying of data two times (from source to copy and from copy to destination), so copying time is only 1.9ms.
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