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“No Bugs” Bunny

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“No Bugs” Bunny
Sarcastic Architect

Hobbies: Thinking Aloud, Arguing with Managers, Annoying HRs, Calling a Spade a Spade, Keeping Tongue in Cheek

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Once upon a time, in a rabbit outsourcing warren of Bunnylore, there was a young software developer bunny. And as a developer, she has had one very unusual treat: she was obsessed with eliminating all the bugs she can get his forelegs on. So, it is not surprising that her friends called her a “No Bugs” Bunny (or simply “NoBugs”).

Later on, she grew up, so she decided that “Bunny” in her name has became inappropriate (not to mention potential arguments with Warner Brothers), so she has asked all her friends to call her “No Bugs” Bunny. She has made a career as a team lead and software architect, and they lived happily ever after.

Game Graphics 101: Textures, UV Mapping, and Texture Filtering

September 19, 2016 by “No Bugs” Bunny

UV Mapping

Quote:

Size-wise, textures are HUGE. Actually, in a typical 3D game, 90%+ of the space on disk (and of GPU bandwidth/RAM) are used by textures.

Another Quote:

3D anti-aliasing algorithms can be divided into two large groups: 'proper' anti-aliasing (the one which tries to avoid anti-aliasing in the first place), and 'post-processing' anti-aliasing (the one which creates an aliased image – and then post-processes it to make it look better).

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClient
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Infographics: Operation Costs in CPU Clock Cycles

September 12, 2016 by “No Bugs” Bunny

Operation costs in CPU clock cycles on x86/x64 Platform

Quote:

Back in 80s, it was possible to calculate the speed of the program just by looking at assembly.

Another Quote:

keep in mind that these days compilers tend to ignore inline specifications more often than not

Filed under: On.ProgrammingOptimizations

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MOG Graphics 101: 3D Maths Basics, Meshes, Client- and Server-Side Polygon Counts

September 6, 2016 by “No Bugs” Bunny

Client-Side vs Server-Side Meshes

Quote:

for the purposes of the MOG network communications, I usually suggest using Euler angles to represent rotations/orientations

Another Quote:

One thing which persistently haunts 3D developers, is polygon count.

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

Tagged With: 3DClientServer
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Game Graphics 101: Rendering 2D on GPU. Shaders

August 29, 2016 by “No Bugs” Bunny

rendering 2D using 3D engine

Quote:

Using 3D engine can improve your 2D picture dramatically.

Another Quote:

Strictly speaking, “shader” is a program which is executed for each “vertex” or each “pixel”

Filed under: Book: D&D of MOGs1st beta of Vol. IV-VIOn.ProgrammingTips and Tricks

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