blogsoni

hi

about unsub log in
Quantizing floats
Character Model Face
Exit code trivia
Cloth Simulation Progress
Optimizations that aren't
Z7: Everything old is new again
City Street- Playing with Z-Depth and Ambient Occlusion
City Street Progress
Conservative Depth Output (and Other Lesser-Known D3D11 Features)
#include <rules>
Clock Miniproject
Lua callstack with C++ debugger
Hermit Crab
Moving on
Hermit Crab Ready For Texturing!
Hermit Crab Progress
Source code: Implementing Direct3D for fun and profit
Quicksort killer sequence
Puddle! Redux
Puddle!
Little Kiddo
AABB from OBB with component-wise abs
Death by static initialization
Taking testing seriously
Give Gifi!
Testing libraries is important - who knew?!
There's more than one way to map a cat
View frustum culling optimization - Balancing the pipes
Reset and reload
A wee story
Don't you dare flip that bit
Position From Depth 3: Back In The Habit
Deferred MSAA
An Exit? (thoughts on "No Exit")
Playing with Maya
MSAA Sample Pattern Detector
Keyword arguments
A Closer Look At Tone Mapping
Sunflower
A Sneak Peak...
A case for symbol capture
Hiking in the Apennines
The Foyer
The pitfalls of lein swank
Attack of the depth buffer
D3D Performance and Debugging Tools Round-Up: PerfHUD
George Harrison Portrait
Downcasing strings
D3D Performance and Debugging Tools Round-Up: PIX
New Series: D3D Performance and Debugging Tools Round-Up