Kristijan Šimić @Kr1sso
Jumping up and down the stack @Microsoft. Application and game development, 3D graphics and the Demoscene. Also at: @[email protected] krisso.net Berlin, Germany Joined May 2009-
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Physically based rendering from first principles imadr.me/pbr/
Regarding the 2000+ line of codes in a single function comment, I highly recommend this article between Jonathan Blow and John Carmack on the topic of inlined code: number-none.com/blow/blog/prog…
Regarding the 2000+ line of codes in a single function comment, I highly recommend this article between Jonathan Blow and John Carmack on the topic of inlined code: number-none.com/blow/blog/prog…
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications/s…
Still the GOAT
"Branchless Programming" is a term used to describe a programming style that improves performance by avoiding branches (e.g. if statements and similar). One of the most common branchless tricks is to use multiplication in place of an if statement:
o3 has been really good to me since months.
I’m excited to announce Net, an email app that understands what's important to you and helps you stay on top of it, right from your phone! Do you struggle to stay on top of your email, or feel like you need to set time aside and pull out your laptop just to make progress? Net…
Probably one of my favourite tricks for finding memory stomps: 1) On alloc: put allocation at very end of separate page, followed by a NoAccess page. 2) On free: mark allocated pages as NoAccess. Guaranteed to find even one-byte stomps and use-after-free. #cpp
New Post: When the 3D Engine Starts to Purr. krisso.net/posts/passion-…
Worth a read: "How do I become a graphics programmer? - A small guide from the AMD Game Engineering team": gpuopen.com/learn/how_do_y…
New blog post! "Load store conflicts", in which we look at some performance sensitive code that has surprisingly dramatic performance swings based on the compiler and the microarchitecture used. RTs appreciated! zeux.io/2025/05/03/loa…
We wrote up what we've learned about using Claude Code internally at Anthropic. Here are the most effective patterns we've found (many apply to coding with LLMs generally):
Spent my evenings in the past 6 months working towards one of my holy grails: a real-time recreation of an old prerendered video, in 64 kbytes It just won the 64k competition at @revision_party. Video recording: youtube.com/watch?v=48nLso… Executable version: pouet.net/prod.php?which…
What every programmer should know about how CPUs work - Matt Godbolt - GOTO 2024 presentation recording youtu.be/-HNpim5x-IE
#F3600 In the summer of 2022, I was digging around in the leaked source code of wipeout (W95/PSX). I managed to restore the missing parts, rewrite the renderer and port the game to Windows, Linux, macOS, PS3, X360 and PSP youtu.be/-LxhtPILsIg (1/5)

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