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    Andreas Fredriksson

    deplinenoise.files.wordpress.com · Personal blog · on HN since 2015

    Andreas Fredriksson, a game programmer at Insomniac Games, shares GDC talks and slides on SIMD, caches, and web tools.

    Visit blogHN submissions
    Systems & PerformanceGamesProgramming
    What HN says

    HN commenters link his SIMD slides as a practical guide for game developers on instruction sets and effective use of vector instructions.

    Stats for nerds
    15HN people shared it
    8linked in comments
    210story points
    Aug 2026last shared
    2015people per year2026

    Top posts on HN

    1. 1
      Cold, Hard Cache – Insomniac Games’ Cache Simulator [slides]
      2 people · 168 points · first shared 2017 · 36 comments on HN
    2. 2
      SIMD at Insomniac Games [pdf]
      6 people · 23 points · first shared 2015 · 2 comments on HN
    3. 3
      Insomniac's web tools postmortem [pdf]
      7 people · 19 points · first shared 2017 · 1 comments on HN

    What HN people wrote when they linked it

    • yoklovSep 2015

      This library doesn't seem to be focused on matrix math for computer graphics.

      FWIW, you don't tend to see a significant gain from writing those individual types as SIMD. The gain is from operations over large arrays of numbers. E.g. each vector has only one component type in it (e.g. you have vectors of [x0, x1, x2, x3] and [y0, y1, y2, y3] instead of [x0, y0, z0, w0] etc).

      Here's a set of slides that elaborate further on what I mean and explain why: https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf

    • bronxbomber92Mar 2017

      Heh, not the best example to make your point [in this context] because the presenter also manages a group that writes/maintains the companies web tools, which consists of 340,000 lines of Javascript and 500,000 lines of C++ server-side code.. :)

      https://deplinenoise.files.wordpress.com/2017/03/webtoolspostmortem.pdf

      My experience has been that people who are good at the bottom layers of the stack are good with the top layers of the stack, too. And if they're unfamiliar, they can ramp very up quickly.

    • tjalfiJun 2017

      [0] is a presentation on SIMD targeted at game developers. It has a lot of valuable information about instruction set support and how to make effective use of vector instructions. [1] is a HN comment that summarizes the content.

      [0] https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf

      [1] https://news.ycombinator.com/item?id=9312856

    • djmipsApr 2020

      Indeed it's been a workhorse since forever. All the consoles from PS2 forward have included some form of SIMD and it is used extensively.

      Here's a GDC 2015 article about SIMD at Insomniac Games.
      https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf

    • jablMar 2017

      Another GDC17 talk with the other side of the coin: https://deplinenoise.files.wordpress.com/2017/03/webtoolspostmortem.pdf

      (Not specifically anything to do with webgl, more about using web tools vs. native for a non-trivial application)

    • mmozeikoAug 2026

      See the following pdf for example on how to do this with SSSE3 (pages 104-133) or even SSE2 (pages 151-173)

      https://deplinenoise.files.wordpress.com/2015/03/gdc2015_afredriksson_simd.pdf

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