Linear interpolation is a powerful tool, made even moreso when combined with smoothing functions like cubics. In this video we show how to derive a cubic polynomial that satisfies our desired prope...
In this video we examine the "fast inverse square root" method developed for Quake 3 Arena. It uses floating point format hacking and Newton's Method to implement a very fast inverse square root me...
In this stream I record the blackboard section of a fixed point video and work some on getting the code section of MFGD working again on mac. -- Watch live at http://www.twitch.tv/bsvino -- Watch l...
In this stream I and my helpful viewers write and record two videos, the FP operations video and the bisection method video. -- Watch live at http://www.twitch.tv/bsvino
Lest you think I'm straw-manning, every single argument in this video was pulled from watching responses to the FemFreq videos made by people like Thunderf00t, The Amazing Atheist, and MrRepzion. S...
This bonus video breaks down exactly what happens every time a C or C++ program allocates memory. We can see why it takes so freaking long, and thus why game developers tend to avoid malloc in favo...
Restructuring your data structures such that their components are contiguous in memory is called "Structure of Arrays" and can afford additional performance gains.
Without any algorithmic changes we can process the exact same amount of data 40% faster by sorting the data so that the processor can correctly predict branches, thereby keeping the processor's pip...
Unrolling loops reduces the amount of work an algorithm has to do. Often compilers can do this optimization themselves, but often they can't. Asymptotic running time aren't everything, it's importa...
We've learned that it's important to think about what algorithm we use, so this week we learn about how to quantify the running times of different algorithms.
The first step to know what to optimize and how good your optimizations are is to measure them. It's not very mathy but it's important so I cover it first.