Monthly Archive: October 2011
GPU Profiling 101
In the screenshots in my previous post, you might have noticed this readout in one corner:
As you can see, even though Idyll is at a very, very early stage (it has no textures, only ambient and directional lighting), it still has a fairly complete performance measurement system. I chose to implement this early on in development because it’s my belief that although it can be too early to optimize, it’s never too early to profile.
A First Look at Idyll
Hello, and welcome to my new coding blog! I’m going to use this space to talk about lighting, shaders, GPU programming, and other graphics- and gamedev-related topics as they come up. In my spare time I’m working on a project that for now I’m calling “Idyll”. At the moment this is just a graphics engine, and it’s just in its infancy. Eventually I hope to expand it into a more full-featured game engine—and maybe even make an actual game with it—but for my purposes, the graphics are paramount.