Real Programming
summary
Argues that hand-optimized C, GLSL and occasional assembly beat heavy frameworks for imaging and real-time graphics, showing a compact 3000-line engine that renders 3D in real time and shader tricks that treat arbitrary data as textures. Demonstrates practical wins: stripped-down Nvidia encoder use via a single header, assembly or SIMD needed for 8K at 60fps, and signal work like an FFT in ~40 lines of C that ran real-time on a Pentium 90.
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chapters (8)
- 0:00Start
- 7:51Assembly Optimization
- 8:36Hardware Acceleration
- 14:11Best Practices
- 17:06Toy Languages
- 19:36Cost of Development
- 20:11Ray Tracer
- 23:45Credits
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