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  • Member for 14 years, 9 months
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21 votes
3 answers
2k views

Multi-platform multi-threading: What are the real challenges?

18 votes
2 answers
5k views

What are the pros and cons of these voxel data file formats? [closed]

16 votes
1 answer
2k views

Suitability of ground fog using layered alpha quads?

15 votes
2 answers
5k views

Toon/cel shading with variable line width?

10 votes
2 answers
5k views

Unity Occlusion Portals: What and How?

8 votes
2 answers
4k views

Billboard rendering without distortion?

8 votes
3 answers
2k views

How can I create a shader that will reproduce this lighting effect on terrain?

7 votes
1 answer
4k views

Multiplication for MVP matrices: Any benefits to doing so within the vertex shader?

6 votes
2 answers
2k views

What are the time-efficiency characteristics of these voxel data structures?

5 votes
1 answer
621 views

Google's ForPlay library, where does it fall down?

5 votes
1 answer
2k views

Cheap ways to do scaling ops in shader?

5 votes
1 answer
4k views

Is this the typical approach to modern OpenGL UI & Text rendering, for mobile?

4 votes
2 answers
3k views

Signed Distance Fields: How are different colour channels used to improve output of sharp corners?

4 votes
2 answers
740 views

How to reconcile depth ordering with minimal shader context changes?

3 votes
1 answer
367 views

What advantages are there to the one-port-per-client approach for a multiplayer server?

3 votes
1 answer
317 views

Collaborative Diffusion vs. A* for loose armies combat: any clear winner?

3 votes
1 answer
3k views

Unity: Slow deployment to Android devices?

3 votes
1 answer
374 views

Do shader program compilers optimise divide-by-PoT-constants to bitshift operations?

3 votes
1 answer
203 views

CSS Sprite position updates slow due to addition of 'px'?

2 votes
0 answers
304 views

What is an efficient mobile rendering order supporting transparent and opaque objects?

1 vote
2 answers
672 views

Deferred rendering order?

1 vote
2 answers
1k views

Unity: SpritePacker Atlas with Dynamic Access

1 vote
1 answer
171 views

How to balance GPU compute usage against render usage?