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<channel>
	<title>Deep Beta</title>
	<atom:link href="http://deep-beta.co.uk/feed/" rel="self" type="application/rss+xml" />
	<link>http://deep-beta.co.uk</link>
	<description>That&#039;s the way the cookie crumbles</description>
	<lastBuildDate>Thu, 05 Apr 2012 12:01:49 +0000</lastBuildDate>
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		<item>
		<title>Presentation &#8211; checked</title>
		<link>http://deep-beta.co.uk/presentation-checked/</link>
		<comments>http://deep-beta.co.uk/presentation-checked/#comments</comments>
		<pubDate>Thu, 05 Apr 2012 12:01:49 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1031</guid>
		<description><![CDATA[Presentation done, no prize for the best poster, oh well.. Two more weeks..]]></description>
			<content:encoded><![CDATA[<div id="attachment_1035" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/04/Untitled-22.png"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/04/Untitled-22.png" alt="" title="Untitled-2" width="640" class="size-full wp-image-1035" /></a><p class="wp-caption-text">Presentation Poster</p></div>
<p>Presentation done, no prize for the best poster, oh well..<br />
Two more weeks..</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Power of well balanced octree</title>
		<link>http://deep-beta.co.uk/power-balanced-octree/</link>
		<comments>http://deep-beta.co.uk/power-balanced-octree/#comments</comments>
		<pubDate>Sat, 31 Mar 2012 20:26:48 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Voxel]]></category>
		<category><![CDATA[voxel engine]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1027</guid>
		<description><![CDATA[Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1028" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/03/Octrees-417-Lights-0-Mem-722568K-Mem-Peak-722568K-FPS-304-avg.-FPS-299.424-31032012-210216.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/03/Octrees-417-Lights-0-Mem-722568K-Mem-Peak-722568K-FPS-304-avg.-FPS-299.424-31032012-210216-1024x576.jpg" alt="" title="Octrees 417 Lights 0 Mem 722568K Mem Peak 722568K FPS 304 avg. FPS 299.424 31032012 210216" width="640" class="size-large wp-image-1028" /></a><p class="wp-caption-text">300 FPS when moves - Insane!</p></div>
<p>Small memory leak was driving me crazy; Debugging process was taking ages.. bored, frustrated and tired decided to play about with octrees depth and minimal/maximal number of elements in leaf.. Amazed by 300FPS discovered the stupid mistake of creating VBO each time the leaf is regenerated. Instant win; fix of memory leak and 10 times greater performance. </p>
<p>Who said that the mistakes are stupid?   </p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Only Visible Faces, Fog, Selected Box</title>
		<link>http://deep-beta.co.uk/visible-faces-fog-selected-box/</link>
		<comments>http://deep-beta.co.uk/visible-faces-fog-selected-box/#comments</comments>
		<pubDate>Tue, 13 Mar 2012 16:35:54 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1020</guid>
		<description><![CDATA[Simple optimisation great performance boost! &#8211; Skip ALL the non-visible faces!]]></description>
			<content:encoded><![CDATA[<div id="attachment_1021" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/03/nGine.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/03/nGine-1024x576.jpg" alt="" title="nGine" width="640"  class="size-large wp-image-1021" /></a><p class="wp-caption-text">1233560 cubes visible avg. FPS: 144.</p></div>
<p>Simple optimisation great performance boost! &#8211; Skip ALL the non-visible faces!</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Progressive Rendering + visibility testing in a fly</title>
		<link>http://deep-beta.co.uk/progressive-rendering-visibility-testing-fly/</link>
		<comments>http://deep-beta.co.uk/progressive-rendering-visibility-testing-fly/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 02:53:09 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1015</guid>
		<description><![CDATA[Apparently I couldn&#8217;t resist. Last optimisation implemented. Now seriously, report!]]></description>
			<content:encoded><![CDATA[<div id="attachment_1016" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/03/Cubes-471212016777216-Octrees-21925-Lights-0-Mem-1174460K-Mem-Peak-1174460K-FPS-16-avg.-FPS-16.0536-06032012-024704.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/03/Cubes-471212016777216-Octrees-21925-Lights-0-Mem-1174460K-Mem-Peak-1174460K-FPS-16-avg.-FPS-16.0536-06032012-024704.jpg" alt="" title="Cubes 471212016777216 Octrees 21925 Lights 0 Mem 1174460K Mem Peak 1174460K FPS 16 avg. FPS 16.0536 06032012 024704" width="640" class="size-full wp-image-1016" /></a><p class="wp-caption-text">Progressive Grid of 256x256x256</p></div>
<p>Apparently I couldn&#8217;t resist. Last optimisation implemented. </p>
<p>Now seriously, report!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Octree + simplex noise</title>
		<link>http://deep-beta.co.uk/octree-simplex-noise/</link>
		<comments>http://deep-beta.co.uk/octree-simplex-noise/#comments</comments>
		<pubDate>Mon, 05 Mar 2012 00:09:31 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1009</guid>
		<description><![CDATA[Since week all development stopped and now I am struggling with report. Just finished draft of first chapter.. it&#8217;s terrible.]]></description>
			<content:encoded><![CDATA[<div id="attachment_1010" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/03/Cubes-93181262144-Octrees-422-Lights-0-Mem-239168K-Mem-Peak-239232K-FPS-107-avg.-FPS-122.364-05032012-000030.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/03/Cubes-93181262144-Octrees-422-Lights-0-Mem-239168K-Mem-Peak-239232K-FPS-107-avg.-FPS-122.364-05032012-000030.jpg" alt="" title="Cubes 93181262144 Octrees 422 Lights 0 Mem 239168K Mem Peak 239232K FPS 107 avg. FPS 122.364 05032012 000030" width="640" class="size-full wp-image-1010" /></a><p class="wp-caption-text">simplex noise in action</p></div>
<p>Since week all development stopped and now I am struggling with report. Just finished draft of first chapter.. it&#8217;s terrible.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Octree in Place</title>
		<link>http://deep-beta.co.uk/octree-place/</link>
		<comments>http://deep-beta.co.uk/octree-place/#comments</comments>
		<pubDate>Sun, 19 Feb 2012 16:46:39 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=1002</guid>
		<description><![CDATA[Last two nights were all about Octree, however this morning last bug has been hunted down. Now I need to write a structure of report, good luck me Oh and some metrics:]]></description>
			<content:encoded><![CDATA[<div id="attachment_1003" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/02/Octree-in-place.png"><img class="size-large wp-image-1003" title="Grid 64x64x64 and 107 average FPS.  " src="http://deep-beta.co.uk/wp-content/uploads/2012/02/Octree-in-place-1024x595.png" alt="" width="640" /></a><p class="wp-caption-text">Step forward <img src='http://deep-beta.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p></div>
<p>Last two nights were all about Octree, however this morning last bug has been hunted down.<br />
Now I need to write a structure of report, good luck me <img src='http://deep-beta.co.uk/wp-includes/images/smilies/icon_neutral.gif' alt=':|' class='wp-smiley' /> </p>
<p>Oh and some metrics:</p>
<p><img src="https://docs.google.com/spreadsheet/oimg?key=0ApU70qk9QisOdGwtUFJJRzhSSjdzT1JCRF9WTDRLSGc&#038;oid=1&#038;zx=fz6jm92zstek" /></p>
<p><img src="https://docs.google.com/spreadsheet/oimg?key=0ApU70qk9QisOdGwtUFJJRzhSSjdzT1JCRF9WTDRLSGc&#038;oid=2&#038;zx=ng0ofpgzm7ek" /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Editable Grid.. yay!</title>
		<link>http://deep-beta.co.uk/editable-grid-yay/</link>
		<comments>http://deep-beta.co.uk/editable-grid-yay/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 21:29:55 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Voxel Engine]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=991</guid>
		<description><![CDATA[Finally, my grid is editable now. We can edit or remove current blocks &#8211; adding new ones will be introduced after optimisation stage. Current version supports 4 standard blocks (Blue, Green, Yellow, Brown) and 1 point light (Blue with circle in the middle). In this iteration of &#8220;boxel engine&#8221; regenerateBuffers method updates nearest block that [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_992" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-3970-Lights-17-Mem-80348K-Mem-Peak-80856K-FPS-372-avg.-FPS-372.165-09012012-203225.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-3970-Lights-17-Mem-80348K-Mem-Peak-80856K-FPS-372-avg.-FPS-372.165-09012012-203225.jpg" alt="" title="Cubes 3970 Lights 17 Mem 80348K Mem Peak 80856K FPS 372 avg. FPS 372.165 09012012 203225" width="640" class="size-full wp-image-992" /></a><p class="wp-caption-text">Editable grid 16x16x16</p></div>
<p>Finally, my grid is editable now. </p>
<p>We can edit or remove current blocks &#8211; adding new ones will be introduced after optimisation stage.<br />
Current version supports 4 standard blocks (Blue, Green, Yellow, Brown) and 1 point light (Blue with circle in the middle).</p>
<p>In this iteration of &#8220;boxel engine&#8221;  regenerateBuffers method updates nearest block that collides with ray fired from camera POV within worldGrid 3 dimensional table, after that, buffers that contain shadow and light powers are recalculated, at the end two openGL methods are called (for each buffer):</p>
<div class="codecolorer-container cpp geshi" style="overflow:auto;white-space:nowrap;border:1px solid #9F9F9F;width:435px;"><table cellspacing="0" cellpadding="0"><tbody><tr><td style="padding:5px;text-align:center;color:#888888;background-color:#EEEEEE;border-right: 1px solid #9F9F9F;font: normal 12px/1.4em Monaco, Lucida Console, monospace;"><div>1<br />2<br /></div></td><td><div class="cpp codecolorer" style="padding:5px;font:normal 12px/1.4em Monaco, Lucida Console, monospace;white-space:nowrap">&nbsp;glBindBuffer<span style="color: #008000;">&#40;</span>GL_ARRAY_BUFFER, vertexbuffer<span style="color: #008000;">&#91;</span>sectorID<span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span><br />
&nbsp;glBufferSubData<span style="color: #008000;">&#40;</span>GL_ARRAY_BUFFER, <span style="color: #0000dd;">0</span>, frame_vertices<span style="color: #008000;">&#91;</span>sectorID<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">size</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">*</span><span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span>glm<span style="color: #008080;">::</span><span style="color: #007788;">vec3</span><span style="color: #008000;">&#41;</span>, &nbsp;<span style="color: #000040;">&amp;</span>frame_vertices<span style="color: #008000;">&#91;</span>sectorID<span style="color: #008000;">&#93;</span><span style="color: #008000;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#91;</span><span style="color: #0000dd;">0</span><span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span></div></td></tr></tbody></table></div>
<p>first, buffer is bind, and then values are updated, starting from index 0 and then updating whole buffer.<br />
Optimisation, that I will be introducing soon, is updating only changed values that will reduce data size.<br />
That has to be send to graphics card.</p>
<p>Note:</p>
<p>Grid 64 recalculation takes a while :S</p>
<p>Metrics will be added soon.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>100 will be about: Shadows and some point Light(s)</title>
		<link>http://deep-beta.co.uk/100-about-shadows/</link>
		<comments>http://deep-beta.co.uk/100-about-shadows/#comments</comments>
		<pubDate>Sat, 07 Jan 2012 17:22:46 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[Voxel Engine]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=977</guid>
		<description><![CDATA[Shadow value for each cube is stored in separate grid, values are sent to shader and then output is altered. It all depends on value. The value is calculated based on number of obstacles on the way between light and current cube. Below you can find some metrics: Earlier I have introduced point light to [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_980" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Mem-642832K-Mem-Peak-744068K-FPS-40-avg.-FPS-42.1503-07012012-165612.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Mem-642832K-Mem-Peak-744068K-FPS-40-avg.-FPS-42.1503-07012012-165612.jpg" alt="" title="Cubes 262144 Mem 642832K Mem Peak 744068K FPS 40 avg. FPS 42.1503 07012012 165612" width="640" class="size-full wp-image-980" /></a><p class="wp-caption-text">Shadows added - calculated on GPU but still works fine!</p></div>
<p>Shadow value for each cube is stored in separate grid, values are sent to shader and then output is altered. It all depends on value.<br />
The value is calculated based on number of obstacles on the way between light and current cube.<br />
Below you can find some metrics:</p>
<div id="attachment_981" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/shadow.png"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/shadow.png" alt="" title="shadow" width="640" class="size-full wp-image-981" /></a><p class="wp-caption-text">Metrics for shadow added.</p></div>
<p>Earlier I have introduced point light to engine, there is example of one point light &#8211; shown below.<br />
<div id="attachment_982" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Mem-688628K-Mem-Peak-790600K-FPS-34-avg.-FPS-35.0108-07012012-170448.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Mem-688628K-Mem-Peak-790600K-FPS-34-avg.-FPS-35.0108-07012012-170448.jpg" alt="" title="Cubes 262144 Mem 688628K Mem Peak 790600K FPS 34 avg. FPS 35.0108 07012012 170448" width="640" class="size-full wp-image-982" /></a><p class="wp-caption-text">Point lights introduced.. performance drops.. but that&#039;s good. </p></div></p>
<p>Below 510 point lights on 64x64x64 cubes grid.</p>
<div id="attachment_986" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Lights-510-Mem-689088K-Mem-Peak-790536K-FPS-36-avg.-FPS-36.3553-07012012-222015.jpg"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/Cubes-262144-Lights-510-Mem-689088K-Mem-Peak-790536K-FPS-36-avg.-FPS-36.3553-07012012-222015.jpg" alt="" title="Cubes 262144 Lights 510 Mem 689088K Mem Peak 790536K FPS 36 avg. FPS 36.3553 07012012 222015" width="640"  class="size-full wp-image-986" /></a><p class="wp-caption-text">Point lights on 64 grid - 36 FPS.. pretty Ok.</p></div>
<p>And its metrics.. </p>
<div id="attachment_987" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/64.png"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/64.png" alt="" title="64" width="640" class="size-full wp-image-987" /></a><p class="wp-caption-text">512 Point Lights took 2 Friends Episodes to load in </p></div>
<p>Metrics for grid of 32x32x32 cubes, below:</p>
<div id="attachment_988" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2012/01/32.png"><img src="http://deep-beta.co.uk/wp-content/uploads/2012/01/32.png" alt="" title="32" width="640" class="size-full wp-image-988" /></a><p class="wp-caption-text">Wait.. What?!?.. straight Line?</p></div>
<p>Why the results for point lights are almost the same?<br />
All the calculations are precomputed on CPU so we are dealing with fixed buffer of light values &#8211; which is fair enough, however I need to optimise loading process so it will allow to add lights in real time.</p>
<p>Next step, editable terrain.. </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Directional Light performance impact on the scene</title>
		<link>http://deep-beta.co.uk/directional-light-performance-impact-scene/</link>
		<comments>http://deep-beta.co.uk/directional-light-performance-impact-scene/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 03:34:10 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Voxel Engine]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Voxel]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=969</guid>
		<description><![CDATA[Very simple calculation of directional light had noticeable impact on the performance, table below shows it: and yeah, SW:TOR is pretty Ok but nothing can win with &#8220;coding hunger&#8221;.]]></description>
			<content:encoded><![CDATA[<div id="attachment_970" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cubes-262144-Mem-540892K-Mem-Peak-641888K-FPS-33-avg.-FPS-33.3537-22122011-030404.jpg"><img class="size-full wp-image-970" title="Cubes 262144 Mem 540892K Mem Peak 641888K FPS 33 avg. FPS 33.3537 22122011 030404" src="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cubes-262144-Mem-540892K-Mem-Peak-641888K-FPS-33-avg.-FPS-33.3537-22122011-030404.jpg" alt="" width="640" /></a><p class="wp-caption-text">Directional Lighted &quot;boxel&quot; scene</p></div>
<p>Very simple calculation of directional light had noticeable impact on the performance, table below shows it: </p>
<div id="attachment_971" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2011/12/chart_1.png"><img src="http://deep-beta.co.uk/wp-content/uploads/2011/12/chart_1.png" alt="" title="chart_1" width="640"  class="size-full wp-image-971" /></a><p class="wp-caption-text">Performance impact for different number of boxes.</p></div>
<p>and yeah, SW:TOR is pretty Ok but nothing can win with &#8220;coding hunger&#8221;.</p>
]]></content:encoded>
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		<title>Finally.. textures with metrics</title>
		<link>http://deep-beta.co.uk/finally-textures-metrics/</link>
		<comments>http://deep-beta.co.uk/finally-textures-metrics/#comments</comments>
		<pubDate>Tue, 20 Dec 2011 12:16:05 +0000</pubDate>
		<dc:creator>Lukasz Iwanski</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Honours Project]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Voxel Engine]]></category>

		<guid isPermaLink="false">http://deep-beta.co.uk/?p=960</guid>
		<description><![CDATA[This evening code hunger got me badly.. tomorrow, big launch of SW:TOR and lets be honest about it.. I will do no more honours project related work over this Christmas. Anyway, in order to evaluate the software I have collected FPS and Memory Usage of the application. Base metrics are like this: Funny enough, in [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_961" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cubes-262144-Mem-399688K-Mem-Peak-502988K-FPS-551-avg.-FPS-125.403-20122011-013809.jpg"><img class="size-full wp-image-961" title="Cubes 262144 Mem 399688K Mem Peak 502988K FPS 551 avg. FPS 125.403 20122011 013809" src="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cubes-262144-Mem-399688K-Mem-Peak-502988K-FPS-551-avg.-FPS-125.403-20122011-013809.jpg" alt="" width="640" /></a><p class="wp-caption-text">Textured 262144 cubes</p></div>
<p>This evening code hunger got me badly.. tomorrow, big launch of SW:TOR and lets be honest about it.. I will do no more honours project related work over this Christmas.</p>
<p>Anyway, in order to evaluate the software I have collected FPS and Memory Usage of the application.</p>
<div id="attachment_962" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cart-textured.png"><img class="size-full wp-image-962" title="Cart-textured" src="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cart-textured.png" alt="" width="640" /></a><p class="wp-caption-text">Metrics for above project</p></div>
<p>Base metrics are like this:</p>
<div id="attachment_963" class="wp-caption aligncenter" style="width: 650px"><a href="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cart-base.png"><img class="size-full wp-image-963" title="Cart-base" src="http://deep-beta.co.uk/wp-content/uploads/2011/12/Cart-base.png" alt="" width="640" /></a><p class="wp-caption-text">Base Metrics</p></div>
<p>Funny enough, in texture integration progress I have made some optimisation, frame rate went up by slight cost of memory.. I am happy, I can deal with that.</p>
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