Posts, page 3

Animation clip metadata packing

In my previous blog post, I analyzed over 15000 animations. This offered a number of key insights about what animation data looks like for compression purposes. If you haven’t read it yet, I suggest you do so first as it covers the terminology and basics for this post. I’ll also be using the same datasets as described in the previous post.

Read the full post

Animation data in numbers

For a while now, I’ve been meaning to take some time to instrument the Animation Compression Library (aka ACL) and look more in depth at the animations I have. Over the years I’ve had a lot of ideas on what could be improved and good data is critical in deciding where my time is best spent optimizing. I’m not sure if this will be of interest to many people out there but since I went ahead and did all that work, I might as well publish it!

Read the full post

Zero overhead backward compatibility

The Animation Compression Library finally supports backward compatibility (going forward once 2.0 comes out). I’m really happy with how it turned out so I thought I would write a bit about how the ACL decompression is designed.

Read the full post

Realtime Math 2.0 is out, cleaner, and faster!

A lot of work went into this latest release and here is the gist of what changed:

Read the full post

Keep an eye out for buffer security checks

By default, when compiling C++, Visual Studio enables the /GS flag for buffer security checks.

Read the full post