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	<title>Real-Time Rendering &#187; modeler</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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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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