Microsoft Windows* 8

Ultimate Coder Week #5: For Those About to Integrate We Salute You

We definitely lost one of our nine lives this week with integrating face tracking into our game, but we still have our cat’s eyes, and are still feel very confident that we will be able to show a stellar game at GDC. On the face tracking end of things we had some big wins. We are finally happy with the speed of the algorithms, and the way things are being tracked will work perfectly for putting into Kiwi Catapult Revenge. We completed some complex math to create very realistic perspective shiting in Unity.

Calculating estimated call counts with Intel® VTune™ Amplifier XE 2013

When you profile your software with VTune™ Amplifier XE you often start from looking at the top function hotspots list. This allows you to see what functions are spending CPU resources, so you can focus your optimization efforts.

Function call counts can provide some additional information to assist in further optimization.

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    VTune™ Amplifier XE Call Stack Pane

    The call stack pane is displayed in viewpoints of analysis types that include stack data. It is displayed on the right side of the viewpoint (highlighted below in a gold box).

    call stack pane highlighted in viewpoint

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  • Particle Trimming on OpenGL

    This sample demonstrates how trimming particle quads down in size can increase performance by decreasing the amount of unnecessary texture sampling. This technique has been around for a while, but still isn’t very prevalent. The basis for this sample is a particle trimming tool created by Emil Persson, described in detail on his blog here.

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