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    <title>Misc on Miles Macklin</title>
    <link>http://blog.mmacklin.com/tags/misc/</link>
    <description>Recent content in Misc on Miles Macklin</description>
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    <copyright>&amp;copy; 2019 Miles Macklin</copyright>
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      <title>Tree traversals</title>
      <link>http://blog.mmacklin.com/2009/02/22/tree-traversals/</link>
      <pubDate>Sun, 22 Feb 2009 21:37:27 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2009/02/22/tree-traversals/</guid>
      <description>I changed my surfel renderer over to use a pre-order traversal layout for the nodes, this generally gives better cache utilisation and I did see a small speed up from using it. The layout is quite nice because to traverse your tree you just linearly iterate over your array and whenever you find a subtree you want to skip you just increment your node pointer by the size of that subtree (which is precomputed, see Real Time Collision Detection 6.</description>
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      <title>PBRT</title>
      <link>http://blog.mmacklin.com/2009/02/22/pbrt/</link>
      <pubDate>Sun, 22 Feb 2009 20:25:55 +0000</pubDate>
      
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      <description>I just bought a copy of Physically Based Rendering, I&#39;ve been meaning to get one for ages as it&#39;s often recommended and I thought it might be useful given my recent interest in global illumination. I&#39;m also hoping to get a more formal background in rendering rather than the hacktastic world of real time.
The subjects covered are broad and it&#39;s very readable. It&#39;s my first exposure to literate programming, where essentially the book describes and contains the full implementation of a program.</description>
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      <title>iPhone GL specs</title>
      <link>http://blog.mmacklin.com/2008/09/06/iphone-gl-specs/</link>
      <pubDate>Sat, 06 Sep 2008 12:23:52 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2008/09/06/iphone-gl-specs/</guid>
      <description>So I&#39;ve been trying to find out a bit more about the iPhone&#39;s capabilities, this site has some good details. No shaders, roughly enough power for 15000 lit triangles @ 30hz. Not too shabby, I wonder about the power consumption and if certain hardware paths drain the battery faster than others. It would be nice to make something that people can play for more than 3 hours.
So the word on the street is that O2 are bringing out a pre-pay iPhone in December, I&#39;m currently debating whether to wait for that or just get an iPod touch which you can still develop for using pretty much the same feature set.</description>
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    <item>
      <title>New job</title>
      <link>http://blog.mmacklin.com/2008/07/17/5/</link>
      <pubDate>Thu, 17 Jul 2008 23:25:31 +0000</pubDate>
      
      <guid>http://blog.mmacklin.com/2008/07/17/5/</guid>
      <description>So I took a new job today, working for Rocksteady in London. Quite exciting, they use Unreal3 tech which I&#39;ve always respected (and stolen ideas from). It&#39;s a big game title and technically I don&#39;t know what it is.. but it&#39;s a big franchise and should do well.
Plus working with friends in Kentish Town, s&#39;all good.</description>
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