About Me

- Name: John
- Location: Lake Saint Louis, Missouri, United States
I have been a software developer in the games industry for over 25 years. Currently I am a senior software engineer for NVIDIA corporation. Previously I worked for Sony Online Entertainment, Simutronics, and Electronic Arts. I was the lead client engineer for 'Planetside' and also created '688 Attack Sub', 'SSN-21 Seawolf', and 'S.C.A.R.A.B.' for Electronic Arts
Previous Posts
- Memory Tracking Utility
- Any SIMD optimization specialist looking for some ...
- MapFile : A tool to analyze .MAP files produced by...
- PhysX Rocket for 2.8.3
- NvCoreDump : Easily perform an NxuStream XML compa...
- PhysX2Obj : Convert Physics Scenes into a Wavefron...
- Two more compression libraries added to the test c...
- Compression Test
- Convex Decomposition Library now available on Goog...
- ThreadFrac revised


3 Comments:
At 10:11 AM,
Nick said…
Do you think all the extra space might be taken up by branch fix ups within the code?
At 3:40 AM,
Private Investigation in Beverly Hills said…
Hey please describe in detail. I am also interested to know the concept or here is not a sufficient matter to understand to me. it sounds is really very interesting.
At 8:09 PM,
Kannan said…
Good post.
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