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"09-26-12 - Optimizing Carefully and Compression Bugs"

3 Comments -

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Blogger Assen said...

Re: optimization:
Many years ago, we're about to ship a 2D RTS, thousands of little animated sprites running around on a (pretty expensively calculated, pseudo-3D, kinda-textured) terrain. We do everything on the CPU, the target hardware is somewhere in the lowest triple-digits of Pentiums, and there's a mountain of complicated code that tries to find out a good but still minimal set of rectangles to invalidate on the screen.

Somebody comes up with a really good optimization that should help a lot with that. Gut feeling says something like 2x; instead, the expected result is more like 5%. Oh well, we think, never trust your gut feeling, measure everything, 5% is still a win etc.

We happily ship.

A few weeks later we find that optimization really achieves a better than 2x improvement - while introducing a bug that results in all sprites being blitted twice.

September 28, 2012 at 11:00 PM

Blogger Robin Green said...

Currently doing exactly this. Got any opinions on Golomb-Rice coding and prefix coders generally?

September 29, 2012 at 1:45 AM

Blogger Robin Green said...

Currently doing exactly this. Got any opinions on Golomb-Rice coding and prefix coders generally?

September 29, 2012 at 1:46 AM

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