<?xml version="1.0"?>
<rss version="2.0">
<channel>
<title>TomF's Tech Blog</title>
<link>http://www.eelpi.gotdns.org/blog.wiki.html</link>
<description>It's only pretending to be a wiki.</description>
<language>en-us</language>
<copyright>Copyright 2006-2008 TomForsyth</copyright>
<pubDate>Fri, 18 Apr 2008 07:56:39 GMT</pubDate>
<lastBuildDate>Fri, 18 Apr 2008 07:56:39 GMT</lastBuildDate>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<generator>TomForsyth and Notepad++</generator>

<item>
<title>A sprintf that isn't as ugly</title>
<description>I've always hated two things about sprintf. The format descriptor is separate from the actual values, and it's not type-safe and bugs can cause scribblers. I looked at a few other libraries and they scared me. So I did what any decent coder would do - I invented my own damn wheel.</description>
<category>Blog</category>
<category>Coding</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BA%20sprintf%20that%20isn't%20as%20ugly%5D%5D</link>
<pubDate>Tue, 09 Aug 2011 02:55:00 GMT</pubDate>
</item>

<item>
<title>Saving, loading, replaying and debugging</title>
<description>I finally finished a fairly tedious but necessary part of [[Dwarf Minecart Tycoon]] - save and load. Why did I do this so early in the game's state, and how did I make life easier for myself?</description>
<category>DMT</category>
<category>Coding</category>
<category>Blog</category>
<category>Debugging</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BSaving%2C%20loading%2C%20replaying%20and%20debugging%5D%5D</link>
<pubDate>Sun, 24 Jul 2011 02:16:20 GMT</pubDate>
</item>

<item>
<title>StarTopia love</title>
<description>Thanks for the recent random StarTopia fan love, but there's people you should thank far more than me.</description>
<category>Blog</category>
<category>StarTopia</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BStarTopia%20love%5D%5D</link>
<pubDate>Thu, 21 Apr 2011 17:52:31 GMT</pubDate>
</item>

<item>
<title>Logging, asserts and unit tests</title>
<description>Some rambling thoughts about finding bugs as soon as possible with the least amount of work.</description>
<category>Blog</category>
<category>Coding</category>
<category>Debugging</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BLogging%2C%20asserts%20and%20unit%20tests%5D%5D</link>
<pubDate>Sun, 13 Mar 2011 12:28:25 GMT</pubDate>
</item>

<item>
<title>Data Oriented Luddites</title>
<description>I wade into the Data Oriented Design flame war with a can of deodorant and a lighter.</description>
<category>Blog</category>
<category>Coding</category>
<category>Rants</category>
<category>OffendOMatic</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BData%20Oriented%20Luddites%5D%5D</link>
<pubDate>Sat, 01 Jan 2011 02:50:14 GMT</pubDate>
</item>

<item>
<title>Moore's Law vs Duck Typing</title>
<description>An explanation of just why the seemingly unstoppable Moore's Law is coping so badly with these new-fangled dynamically-typed languages, why the Data Oriented Design folks are so angry about it, and why it might not be such a bad thing in some places.</description>
<category>Blog</category>
<category>Coding</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BMoore's%20Law%20vs%20Duck%20Typing%5D%5D</link>
<pubDate>Sat, 01 Jan 2011 00:51:14 GMT</pubDate>
</item>

<item>
<title>Platform-agnostic types</title>
<description>Don't rely on the size of int, use something like sint32 instead.</description>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BPlatform-agnostic%20types%5D%5D</link>
<pubDate>Thu, 09 Dec 2010 21:18:29 GMT</pubDate>
</item>
<item>
<title>Texture streaming systems with two levels of cache</title>
<description>A discussion about how texture streaming off disk interacts with things like Sparse Virtual Texture systems</description>
<category>Blog</category>
<category>Streaming</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BTexture%20streaming%20systems%20with%20two%20levels%20of%20cache%5D%5D</link>
<pubDate>Thu, 09 Dec 2010 20:52:49 GMT</pubDate>
</item>

<item>
<title>Visibility and priority tests for streaming assets</title>
<description>When streaming data from disk, it's important to know what LODs to load and what LODs you can unload. Here's a slightly rambling list of the things I ran into.
</description>
<category>Blog</category>
<category>Streaming</category>
<category>Rendering</category>
<category>Lod</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BVisibility%20and%20priority%20tests%20for%20streaming%20assets%5D%5D</link>
<pubDate>Tue, 16 Nov 2010 08:12:45 GMT</pubDate>
</item>
<item>
<title>Squares or hexes</title>
<description>In DTM, should I use squares or hexes? I decided to use hexes, and here's why.</description>
<category>DMT</category>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BSquares%20or%20hexes%5D%5D</link>
<pubDate>Mon, 10 May 2010 23:18:07 GMT</pubDate>
</item>
<item>
<title>Dwarf Minecart Tycoon</title>
<description>As a hobby, I've started writing a little game, mainly in order to write code I've never written before.</description>
<category>DMT</category>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BDwarf%20Minecart%20Tycoon%5D%5D</link>
<pubDate>Mon, 10 May 2010 23:06:38 GMT</pubDate>
</item>
<item>
<title>Larrabee talk roundup and media attention</title>
<description>I gave a talk at Stanford University recently, and it reminded me that I should make a list of links to public Larrabee info.</description>
<category>Blog</category>
<category>Larrabee</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BLarrabee%20talk%20roundup%20and%20media%20attention%5D%5D</link>
<pubDate>Tue, 12 Jan 2010 16:36:50 GMT</pubDate>
</item>
<item>
<title>GDC 09</title>
<description>GDC was entertaining. Michael Abrash and I did our talks, a bunch of Larrabee documentation and code libraries got released, and I saw Rune's talk on locomotion.</description>
<category>Larrabee</category>
<category>Blog</category>
<category>Research</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BGDC%2009%5D%5D</link>
<pubDate>Wed, 01 Apr 2009 18:55:21 GMT</pubDate>
</item>
<item>
<title>How to walk better</title>
<description>Rune Skovbo Johansen has developed a really cool character locomotion system that copes with all sorts of terrain, arbitrary user input, and uses very few animations.</description>
<category>Blog</category>
<category>Research</category>
<category>Simulation</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BHow%20to%20walk%20better%5D%5D</link>
<pubDate>Mon, 16 Feb 2009 17:16:13 GMT</pubDate>
</item>
<item>
<title>Larrabee ISA unveiled at GDC 2009</title>
<description>Michael Abrash and I are finally going to talk about the instruction set we helped develop for Larrabee at GDC 2009.</description>
<category>Blog</category>
<category>Larrabee</category>
<category>VideoCards</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BLarrabee%20ISA%20unveiled%20at%20GDC%202009%5D%5D</link>
<pubDate>Mon, 16 Feb 2009 01:45:55 GMT</pubDate>
</item>
<item>
<title>CAs in cloud formation</title>
<description>A neat paper on cloud simulation with a really really cheap CA.</description>
<category>Blog</category>
<category>Rendering</category>
<category>Research</category>
<category>CA</category>
<category>Simulation</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BCAs%20in%20cloud%20formation%5D%5D</link>
<pubDate>Mon, 16 Feb 2009 01:04:00 GMT</pubDate>
</item>
<item>
<title>Regular mesh vertex cache ordering</title>
<description>Ignacio Castano recently looked into some explicit ordering methods for regular grids, and it was kinda neat to see that my algorithm does really well considering it's cache-size-blind.</description>
<category>Blog</category>
<category>Rendering</category>
<category>Research</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BRegular%20mesh%20vertex%20cache%20ordering%5D%5D</link>
<pubDate>Mon, 02 Feb 2009 19:36:51 GMT</pubDate>
</item>
<item>
<title>Siggraph Asia 2008</title>
<description>Siggraph Asia 2008 course notes are available so you can get a bit more info on Larrabee.</description>
<category>Blog</category>
<category>Larrabee</category>
<category>Siggraph</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BSiggraph%20Asia%202008%5D%5D</link>
<pubDate>Sat, 10 Jan 2009 07:38:34 GMT</pubDate>
</item>
<item>
<title>Plague</title>
<description>Benedict Carter made a fun zombie-killing game and put some Cellular Automata fire into it that was inspired by an old article of mine. Cool to see it actually working in a game.</description>
<category>Blog</category>
<category>Games</category>
<category>Research</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#Plague</link>
<pubDate>Wed, 07 Jan 2009 10:10:16 GMT</pubDate>
</item>
<item>
<title>Siggraph 2008</title>
<description>Siggraph papers, talks and the Larrabuzz</description>
<category>Blog</category>
<category>Siggraph</category>
<category>Larrabee</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BSiggraph%202008%5D%5D</link>
<pubDate>Sat, 16 Aug 2008 22:23:57 GMT</pubDate>
</item>
<item>
<title>ShaderX2 available for free</title>
<description>Wolfgang Engel and Eric Haines have managed to get the ShaderX2 books made free and downloadable as PDFs.</description>
<category>Blog</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BShaderX2%20available%20for%20free%5D%5D</link>
<pubDate>Sat, 19 Jul 2008 21:34:00 GMT</pubDate>
</item>
<item>
<title>Larrabee and raytracing</title>
<description>Enough about raytracing already!</description>
<category>Blog</category>
<category>Rendering</category>
<category>Larrabee</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BLarrabee%20and%20raytracing%5D%5D</link>
<pubDate>Fri, 18 Apr 2008 07:56:39 GMT</pubDate>
</item>
<item>
<title>Renderstate change costs</title>
<description>Sorting by renderstates is a common topic of conversation, so I thought I'd write down my thoughts on this annoyingly complex subject.</description>
<category>Blog</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BRenderstate%20change%20costs%5D%5D</link>
<pubDate>Mon, 28 Jan 2008 07:06:24 GMT</pubDate>
</item>
<item>
<title>Larrabee decloak</title>
<description>Who was that masked man?</description>
<category>Blog</category>
<category>Larrabee</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BLarrabee%20decloak%5D%5D</link>
<pubDate>Tue, 08 Jan 2008 20:59:35 GMT</pubDate>
</item>
<item>
<title>Errata</title>
<description>Bonus karma points to Ben Garney of Garage Games who spotted a silly math error of mine in [[Knowing which mipmap levels are needed]]. Now corrected. Ta Ben.</description>
<category>Blog</category>
<category>Errata</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#Errata</link>
<pubDate>Wed, 02 Jan 2008 07:51:00 GMT</pubDate>
</item>
<item>
<title>Blog linkage</title>
<description>If you're going to add this blog to your blogroll, and thanks very much for doing so, please use http://www.eelpi.gotdns.org/blog.wiki.html, and not the address you actually see in your browser - that one will change if/when I move ISPs. Thanks.</description>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BBlog%20linkage%5D%5D</link>
<pubDate>Tue, 01 Jan 2008 21:24:00 GMT</pubDate>
</item>
<item>
<title>Smart coder priorities</title>
<description>Graphics used to be where great coders showed their worth. Now, it's tools. Or at least it should be.</description>
<category>Blog</category>
<category>Toolchain</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BSmart%20coder%20priorities%5D%5D</link>
<pubDate>Tue, 01 Jan 2008 22:54:00 GMT</pubDate>
</item>
<item>
<title>Rasteriser vs Raytracer</title>
<description>Deano Calver's comparison of raytracing vs rasterising led me to make my own sententious pronouncements on the subject.</description>
<category>Blog</category>
<category>Rendering</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BRasteriser%20vs%20Raytracer%5D%5D</link>
<pubDate>Thu, 27 Dec 2007 03:49:30 GMT</pubDate>
</item>
<item>
<title>Texture formats for faster compression</title>
<description>DXTn is good, but takes ages to compress. Here's some alternatives.</description>
<category>Streaming</category>
<category>Compression</category>
<category>Rendering</category>
<category>Research</category>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BTexture%20formats%20for%20faster%20compression%5D%5D</link>
<pubDate>Mon, 29 Oct 2007 00:04:00 GMT</pubDate>
</item>
<item>
<title>Knowing which mipmap levels are needed</title>
<description>How to avoid loading data the player can't see.</description>
<category>Streaming</category>
<category>Lod</category>
<category>Rendering</category>
<category>Blog</category>
<link>http://www.eelpi.gotdns.org/blog.wiki.html#%5B%5BKnowing%20which%20mipmap%20levels%20are%20needed%5D%5D</link>
<pubDate>Sun, 19 Aug 2007 13:18:00 GMT</pubDate>
</item>
</channel>
</rss>
