The Curious Engineer

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zeux.io

zeux.io

GraphicsPerformance / optimizationGame developmentCPU / microarchitecture

Posts
72 from 22 Sep 2007 to 30 Sep 2026
Posting
now and then (4 in the last year)
Kind
personal blog
Feed
https://zeux.io/feed/

2026 3

  1. Billions of triangles redux
  2. Zigzag decoding with AVX-512
  3. Quantizing tangent frames

2025 5

  1. meshoptimizer 1.0 released
  2. Billions of triangles in minutes
  3. Do not disrespect the fractal
  4. Load-store conflicts
  5. Measuring acceleration structures

2024 7

  1. Year of independence
  2. Unlearning metrics and algorithms
  3. X is justifiably slow
  4. target_clones is a trap
  5. Meshlet triangle locality matters
  6. Condvars and atomics do not mix
  7. LLM inference speed of light

2023 5

  1. It is time
  2. Efficient jagged arrays
  3. Fine-grained backface culling
  4. Meshlet size tradeoffs
  5. Approximate projected bounds

2022 2

  1. VPEXPANDB on NEON with Z3
  2. On Proebsting's Law

2020 3

  1. Eight years at Roblox
  2. Writing an efficient Vulkan renderer
  3. Learning from data

2019 6

  1. Three years of Metal
  2. Robust pipeline cache serialization
  3. qgrep internals
  4. Small, fast, web
  5. Flavors of SIMD
  6. Is C++ fast?

2017 3

  1. Voxel terrain: physics
  2. Optimal grid rendering isn't optimal
  3. Voxel terrain: storage

2016 3

  1. Metal retrospective
  2. Ten years of parsing XML
  3. Optimizing slerp

2015 1

  1. Approximating slerp

2014 1

  1. A queue of page faults

2010 17

  1. Quantizing floats
  2. Exit code trivia
  3. Optimizations that aren't
  4. Z7: Everything old is new again
  5. #include <rules>
  6. Lua callstack with C++ debugger
  7. Moving on
  8. Source code: Implementing Direct3D for fun and profit
  9. Quicksort killer sequence
  10. AABB from OBB with component-wise abs
  11. Death by static initialization
  12. Taking testing seriously
  13. Testing libraries is important - who knew?!
  14. There's more than one way to map a cat
  15. View frustum culling optimization - Balancing the pipes
  16. Reset and reload
  17. Don't you dare flip that bit

2009 10

  1. On joys and sorrows of library development
  2. Implementing Direct3D for fun and profit
  3. Placeholder
  4. Hashes, hazards and vfptr
  5. View frustum culling optimization - Representation matters
  6. Fighting against CRT heap and winning
  7. View frustum culling optimization - Never let me branch
  8. View frustum culling optimization - Structures and arrays
  9. View frustum culling optimization - Vectorize me
  10. View frustum culling optimization - Introduction

2008 2

  1. COLLADA: quick update
  2. COLLADA: Best thing since sliced bread or not?

2007 4

  1. My own lighting shader with blackjack and hookers
  2. Render state rant
  3. Robust unit cube clipping for shadow mapping
  4. Particle rendering revisited