Things I would like to see in GLNext

The thing is OpenGL 4.4/4.5 is actually quite good. But there’s soooo much technical baggage behind it; there was a discussion in Twitter but Twitter’s 140 char limit is not enough for this. So well, here’s my expectations of GLNext: Unified GLSL compiler. This is actually been promised as a common shading language intermediate representation. […]


Uniform buffers vs texture buffers: The 2015 edition 3

There is an interesting post in from 2010 about this topic. However, I haven’t found on the Internet more information about it; so I thought I should ¬†blog about it. Every now and then I see this question pop up over and over again on GameDev.Net. Note that this post applies to both Direct3D […]


Note: This post is made from a non-EU provider perspective. However many points raised concern both EU and non-EU sellers. Disclaimer: This post tries to cover the subject as generically and objetively as possible. Take in mind that every Country in the world has its own Laws and your situation can be entirely different in […]

TCP problems

I see Gleen Fiedler always struggling with people that repeatedly leaves a reply claiming that he knows nothing and should be always using TCP over UDP. Yet anyone developing a realtime application will laugh uncontrollably¬†at such claims. Skype runs on UDP, many multiplayer FPS games run on UDP. VoIP runs on UDP. There are tons […]

The Sorted Vector pattern Part II 2

This is a continuation of Part I In Part I, we learned about the Sorted Vector as a replacement for map where iteration, lookups and memory overhead per element matter, while we cared little about insertions and removals. However the examples were rather simple: Keys are strings or integers. What happens when the Key is […]

Website blocked in several countries and broken links.

I’ve known for a while that users from at least the following countries have been blocked access to my website. That was driving me nuts. Probably you’ve been having difficulties until yesterday if you’re from: Australia Israel Malaysia Other Middle East countries. Probably other countries as well. You would just get a time out while […]

“We don’t care really how long it takes” 2

This post is addressed to all the software dev. managers with this mentality, where a (probably manager) was honest in that they don’t care about Data Oriented Design (or any performance optimization strategy that requires some dev time, for that matter). A transcipt ensues: – We worry not so much about the time, because it’s […]

Is everything ok, Nvidia?

I don’t normally post personal business opinions, but I’m going to make an exception here. Yesterday NVIDIA announced they’ve initiated a patent lawsuit against major mobile vendors, claiming these vendors are profiting from their decade-long R&D. Christophe Riccio tweeted this move is a confirmation the Tegra K1 is commercial failure, so they went the lawsuit […]

Ogre 2.0 Final FAQ

Q: I’m concerned that dropping D3D9 will cause me to lose a significant market share. Steam stats reveals that D3D9 Hardware is sitting around 1% of the market share. That hardware is more than 10 years old. However, there a lot of machines that are D3D10 or D3D11 level hardware running on Windows XP. Specially […]


The green triangle. 2

Behold our latest creation! The marking between a before and after in the life of Ogre! But it’s a bit… disappointing, isn’t it? Just two static triangles and a moving one.   What’s the deal about those green triangles anyway? There is a story flying around the net about a black triangle. If you don’t […]