zeux.io
Do not disrespect the fractal
Load-store conflicts
Measuring acceleration structures
Year of independence
Unlearning metrics and algorithms
X is justifiably slow
target_clones is a trap
Meshlet triangle locality matters
Condvars and atomics do not mix
LLM inference speed of light
It is time
Efficient jagged arrays
Fine-grained backface culling
Meshlet size tradeoffs
Approximate projected bounds
VPEXPANDB on NEON with Z3
On Proebsting's Law
Eight years at Roblox
Writing an efficient Vulkan renderer
Learning from data
Three years of Metal
Robust pipeline cache serialization
qgrep internals
Small, fast, web
Flavors of SIMD
Is C++ fast?
Voxel terrain: physics
Optimal grid rendering isn't optimal
Voxel terrain: storage
Metal retrospective
Ten years of parsing XML
Optimizing slerp
Approximating slerp
A queue of page faults
Quantizing floats
Exit code trivia
Optimizations that aren't
Z7: Everything old is new again
#include <rules>
Lua callstack with C++ debugger
Moving on
Source code: Implementing Direct3D for fun and profit
Quicksort killer sequence
AABB from OBB with component-wise abs
Death by static initialization
Taking testing seriously
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
Don't you dare flip that bit
On joys and sorrows of library development
Implementing Direct3D for fun and profit
Placeholder
Hashes, hazards and vfptr
View frustum culling optimization - Representation matters
Fighting against CRT heap and winning
View frustum culling optimization - Never let me branch
View frustum culling optimization - Structures and arrays
View frustum culling optimization - Vectorize me
View frustum culling optimization - Introduction
COLLADA: quick update
COLLADA: Best thing since sliced bread or not?
My own lighting shader with blackjack and hookers
Render state rant
Robust unit cube clipping for shadow mapping
Particle rendering revisited