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Agner Fog's optimization guides are excellent. He has guides, tables of instruction timings, and docs on the microarchitecture of all recent x86 CPU designs (going back as far as Intel Pentium). See also some other resources linked from http://stackoverflow.com/tags/x86/info Just for fun, I'll answer some of the questions (numbers from recent Intel CPUs). ...


You may want to consider looking to spacial partitioning, such as a Quadtree. In a nutshell, you would be dividing your world into sub-sections, and only check collisions between objects that are inside of the same sub-sections, greatly improving the complexity.


Those calls aren't free, but they are very fast and usually aren't a problem. When in doubt, check the profiler for performance hotspots. Unless you're making thousands of these calls per frame, they're probably not a big time sink for your game.


The best paper out there for performance comparison is from geometrictools according to the paper you need 12 multiplication and 12 addition to convert a quaternion to a matrix, but this is hardly a deciding factor.. you need to look at the bigger picture Quaternions are great for interpolation because they are numerically more stable than matrices when ...


Originally, GPUs were only used for multimedia applications which show little data reuse. As GPUs become increasingly used for general-purpose applications (hence, the term GPGPU), they are now featuring large size hardware-managed caches, for example, Fermi GPU has 768 KB of last-level cache, the Kepler GPU has 1536 KB of last-level cache, and the Maxwell ...

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