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	<title>Real-Time Rendering &#187; engine</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Portal adds</title>
		<link>http://www.realtimerendering.com/blog/portal-adds/</link>
		<comments>http://www.realtimerendering.com/blog/portal-adds/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 12:42:52 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[statistics]]></category>
		<category><![CDATA[terrain]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=42</guid>
		<description><![CDATA[No, not that Portal (which if you haven&#8217;t played, you should, even if you have no time; it&#8217;s short! For NVIDIA card owners the first slice is free). I&#8217;ve updated our portal page with a few additions. New blogs added: Pandemonium, C0DE517E, Gates 381, GameDevKicks, Chris Hecker&#8217;s, and Beyond3D. Being a trailing-edge adoption kind of [...]]]></description>
			<content:encoded><![CDATA[<p>No, not <em>that</em> Portal (which if you haven&#8217;t played, you should, even if you have no time; it&#8217;s short! For NVIDIA card owners the <a href="http://www.steampowered.com/nvidia/">first slice</a> is free). I&#8217;ve updated our <a href="http://realtimerendering.com/portal.html">portal page</a> with a few additions.</p>
<p>New blogs added: <a href="http://bittermanandy.wordpress.com/">Pandemonium</a>, <a href="http://c0de517e.blogspot.com/2008/07/gpu-versus-cpu.html">C0DE517E</a>, <a href="http://gates381.blogspot.com/">Gates 381</a>, <a href="http://www.gamedevkicks.com/">GameDevKicks</a>, <a href="http://www.chrishecker.com/Homepage">Chris Hecker&#8217;s</a>, and <a href="http://www.beyond3d.com/">Beyond3D</a>. Being a trailing-edge adoption kind of a guy (I&#8217;ve kept my Tivo 1 alive by replacing the disk drives three times so far, my cell phone&#8217;s $90 from Indonesia via eBay), I ignored blogs for the most part until last year, when I finally learned how simple it was to use an RSS reader (I like <a href="http://www.google.com/reader/view/#overview-page">Google&#8217;s</a>). My philosophy since then is that if a blog has any articles relevant to interactive rendering techniques, I&#8217;ll subscribe. Since most graphics blogs don&#8217;t post daily, traffic is low, so checking new postings takes a minute or two a day. That said, if I had to pick just one, it would probably be <a href="http://www.gamedevkicks.com/">GameDevKicks</a>, since it&#8217;s an aggregator, similar to Digg (though the low counts on the digs, excuse me, kicks, means that some things may fall through the cracks). This service means I&#8217;m off the hook in noting new articles on Gamasutra on this blog, since these usually get listed there.</p>
<p><a href="http://www.ogre3d.org/phpBB2/viewforum.php?f=1">Ogre Forums</a> has been added to the list of developer sites. <a href="http://www.ogre3d.org">Ogre</a> is a popular free game development platform. I can&#8217;t say I frequent the forum, but on the strength of <a href="http://www.ogre3d.org/phpBB2/viewtopic.php?t=30275">this article</a> on using the pixel shader to generate the illusion of geometry, there are obviously good things happening here.</p>
<p>The <a href="http://unity3d.com/webplayer/hwstats/">Unity Web Player Hardware Statistics</a> page is similar to the well-known <a href="http://www.steampowered.com/status/survey.html">Steam survey</a>, but for machines used by casual gamers.</p>
<p>A site that&#8217;s been around a long while and should have been on the portal from the start is the <a href="http://vterrain.org/">Virtual Terrain Project</a>, a constantly-expanding repository of algorithms about and models of terrain, vegetation, natural phenomena, etc.</p>
<p>&#8230; and that&#8217;s it for now.</p>
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		<title>TrueSpace Free, iPhone/iPod engines, Cache misses</title>
		<link>http://www.realtimerendering.com/blog/truespace-free-torque-for-the-iphone-cache-misses/</link>
		<comments>http://www.realtimerendering.com/blog/truespace-free-torque-for-the-iphone-cache-misses/#comments</comments>
		<pubDate>Sat, 26 Jul 2008 14:07:13 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[cache misses]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPod]]></category>
		<category><![CDATA[modeler]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=14</guid>
		<description><![CDATA[So you want to play with a 3D modeler, or want to teach a class using one, but have zero budget. TrueSpace is now free. This is pretty darn wonderful; TrueSpace has been around approximately forever &#8211; I once wrote an exporter from the Trispectives modeler to its file format back in 1994 &#8211; and [...]]]></description>
			<content:encoded><![CDATA[<p>So you want to play with a 3D modeler, or want to teach a class using one, but have zero budget. <a href="http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro">TrueSpace </a>is now free. This is pretty darn wonderful; TrueSpace has been around approximately forever &#8211; I once wrote an exporter from the Trispectives modeler to its file format back in 1994 &#8211; and has grown in capabilities over the years.</p>
<p>The <a href="http://www.garagegames.com/products/torque/iPhone/">Torque game engine</a> is now available for making games on the iPhone. The licensing terms are of the &#8220;email us and we&#8217;ll tell you&#8221; type, but the standard Torque engine is ridiculously affordable for indie game developers at $150, including all source, etc. If you spent all your spare money on an iPhone, <a href="http://oolongengine.com/">oolong </a>is a free engine for games on the iPhone/iPod, originated by Wolfgang Engel and Erwin Coumans, along with assets from PowerVR &#8211; it even has a physics engine.</p>
<p>There&#8217;s an interesting performance post on <a href="http://onepartcode.com/main/tech/work/cache_misses.html">cache misses</a> from Dave Moore. Dave Eberly told me a related tale recently: &#8220;I am the PS3 programmer.  I spent a lot of time trying to write code to avoid branching, to remove load-hit-stores, and to avoid cache misses. For example, our physics programmer decided that if one function in a class is virtual, then make them all virtual.  He did not realize that a look-up in the virtual function table invariably causes a cache miss.  Make a lot of function calls (like physics systems tend to do), and now you have a serious performance problem.  I removed all the unnecessary virtual modifiers and reduced frame time by 5 milliseconds.  When your goal is 30 fps (33 millisecond frame time), 5 ms is significant.&#8221;</p>
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