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Posts tagged: coding, page 7

  • Origins of Krakatoa

    We needed to render billions of points for Stay, and the established renderers we tried couldn't handle them. I adapted an OpenGL/C# renderer in a few days—the start of Krakatoa.

  • Building Deadline

    In 2002, I joined Frantic Films to write fluid simulation software. A small scheduler I built for those sims became Deadline, a render farm manager used by Blizzard, major VFX studios, and considered by the Academy for Sci Tech Awards.

  • RISC-V is Slow

    The fastest RISC-V CPU I could find in 2024 was roughly seven times slower than a Raspberry Pi 5 in single-threaded benchmarks. Closing that gap will take more than faster clock speeds.