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Video Game Optimization by Ben Garney, Eric Preisz

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Chapter 7. CPU Bound: Compute

Compute bound programs are limited by the speed of internal operations of the CPU such as math, logic, or branching.

In many ways, this chapter contains the most “traditional” optimization discussions. How many of us have wondered at a really concise, optimized rendering loop? (See Michael Abrash’s Graphics Programming Black Book.) Or studied the best way to do substring matching? (See Michael Abrash’s Zen of Code Optimization.) Or researched highly efficient math operations? (See John Carmack’s excellent inverse square root implementation. It is described at http://betterexplained.com/articles/understanding-quakes-fast-inverse-square-root/ and also in “Understanding Quake’s Fast Inverse Square Root,” a paper by Chris ...

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