Ex-demomaker on Atari ST/PC. I'm into fast code and fast cars. I have a thing for Iceland. Serial punner. Code I wrote ended up in thousands of games & apps.
Jun 8 • 11 tweets • 2 min read
That mention of radix sort reminds me of an anecdote.
Back in 1998 I was doing an internship at a small software company in Paris.
I was the lowest-level junior guy in the team - unpaid work, mandatory stuff for an engineering school.
The team was very small, just a few people. At some point one of the employees, who had an academic background (he was a "Dr") was struggling with a performance problem when sorting some data.
He was using a quick-sort.
Jul 2, 2022 • 5 tweets • 1 min read
I don't know which flavor of "dynamic meshes" you're talking about so let's go back to the basics and define some terms.
A MESH has vertices (GEOMETRY) and triangle indices (TOPOLOGY).
It can have a POSE (a.k.a. TRANSFORM) defining its position/rotation/scale in the world.
A STATIC MESH is one whose geometry, topology and pose are constant.
A DYNAMIC MESH is one whose geometry and topology are constant, but the pose varies over time.
This is similar to static / dynamic actors in physics engines.