The September 2011 issue of Game Developer Magazine contains an article of mine! They asked me to write an article for the “Inner Product” section summarizing the Hi-Z GPU Culling algorithm as well as the related research I started working on to automatically generate occluders for the runtime.
My copy hasn’t yet arrived in the mail so I don’t know how the final version turned out, but the last draft I saw after the good folks at GD Mag spruced up the language in my article was looking really good.
It was a lot of work putting the article together, more than I actually thought going into it. Especially since I already had 3 blog entries to pull from. However, you find yourself second guessing everything you write because it’s not like a blog entry that you can go back and edit if there’s a mistake.
It also becomes a bit more of a challenge to summarize things that you simply can’t add a link to and tell the reader, go read this. Also, not being able to just insert a huge chunk of code makes explaining something simple often a lot harder to explain in words. Hopefully you’re good at making diagrams in those situations.
It was an interesting experience. Really glad I got the opportunity to contribute an article.
Here were the posts I made that were the seed of the article,