Should a game ship its audio as OGG, MP3 or AAC?
We encoded one exact-length music loop and ten sound effects every common way. Size barely separated the formats. Loop length did, and it depended on the decoder as much as the codec.
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Benchmarks with the method shown — what is actually fast, what only looks fast, and by how much.
We encoded one exact-length music loop and ten sound effects every common way. Size barely separated the formats. Loop length did, and it depended on the decoder as much as the codec.
HyperLogLog met its quoted error at a million visitors, but drifted where it switches estimators and collapsed when a weak hash met sequential user IDs.
Recursive shadowcasting was the fastest field of view method that missed nothing. The version most people copy leaks through walls, and one line fixes it.
Cellular automata caves were almost never fully connected. Repair them with a flood-fill tunnel, because discarding and retrying often failed.
Reusing an HTTPS connection made each API call about 3x faster in our tests. It also opens a stale-socket race, and one idle-timeout setting closes it.
Trigram Jaccard on normalised names scored best of five algorithms. But no string score can tell apart two Vietnamese people who share a family and middle name.
One noise chunk fits easily in a frame; a sprint across a chunk border can blow it. Simplex never beat branch-free Perlin, and a switch statement hid a trap.
Math.random was as fair as crypto over 10 million loot rolls. The streaks players blame on the RNG are normal maths, and only a pity timer changes them.
About 97% of it. Constant-channel removal, keyframe reduction and quantisation, measured on a synthetic humanoid rig against joint error.
A new subdomain took 8.1 seconds to first byte, then was fast. Inside the container, startup took under half a second. The rest was outside it.
Rebuilding the sprite list every frame made depth sorting up to 8x slower than re-sorting the list we kept, enough to blow a whole frame budget.
In our Node game-loop tests, the usual free-list pool slowed the median frame. Only a typed-array pool helped, and only frame-time spikes at high spawn rates.