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    <title>Home on Branimir Karadžić&#39;s Home Page</title>
    <link>https://bkaradzic.github.io/</link>
    <description>Recent content in Home on Branimir Karadžić&#39;s Home Page</description>
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      <title>Making cross-platform SIMD code pleasant</title>
      <link>https://bkaradzic.github.io/posts/typeless-simd/</link>
      <pubDate>Sun, 03 May 2026 00:00:00 +0000</pubDate>
      
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      <description>Introduction Writing fast, portable SIMD (Single Instruction, Multiple Data) code has always been painful - verbose intrinsics, platform differences, and a type system that fights you at every step. After three major iterations, the bx library now has a much more pleasant solution.
The bx library has had SIMD support since its initial commit, originally in the form of float4_t. A later major update renamed float4_t to simd128_t and added generics for the register-width type.</description>
      
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      <title>bgfx WebGPU backend, second take!</title>
      <link>https://bkaradzic.github.io/posts/webgpu/</link>
      <pubDate>Mon, 12 Jan 2026 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/webgpu/</guid>
      
      <description>Introduction What is bgfx? bgfx is cross-platform / API agnostic - render anywhere, effortlessly - rendering library. It occupies space just like WebGPU native, ANGLE or similar rendering libraries that provide cross-platform rendering. The key difference: bgfx is a mid-level library. Its core concept is a declarative API with draw call ordering via &amp;ldquo;views&amp;rdquo; - generalized rendering buckets where users define the purpose and order. It&amp;rsquo;s higher-level than the backends it implements, yet not so high-level as to dictate concepts like pipelines, meshes, cameras, lights, or materials.</description>
      
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      <title>Fast Call-Stack Backtrace</title>
      <link>https://bkaradzic.github.io/posts/fast-call-stack-backtrace/</link>
      <pubDate>Mon, 20 Oct 2025 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/fast-call-stack-backtrace/</guid>
      
      <description>Introduction When developing a profiler, memory tracker, or logger, you need to programmatically access the call stack to trace how a program reached the location where a method is called. Operating systems offer APIs for call stack tracing, but these are often too slow for practical real-time use. This article will try to demystify all ways of obtaining call-stack traces on different platforms, and I won&amp;rsquo;t cover resolving debug symbol names here.</description>
      
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      <title>Branimir Karadžić Biography</title>
      <link>https://bkaradzic.github.io/pages/bio/</link>
      <pubDate>Fri, 17 Oct 2025 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/pages/bio/</guid>
      
      <description>I received my first computer, the ZX Spectrum 48K, sometime in 1984. The BASIC prompt that appeared upon booting immediately sparked my fascination with programming. In the first few years, I played games, typed code from books and magazines, and created small programs of my own. From 1994 to 1997, I was captivated by the demoscene, producing demos and sub-4K intros in x86 assembly on PC. Building on that experience, I transitioned to game development, which I&amp;rsquo;ve pursued ever since.</description>
      
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      <title>bgfx is switching to IDL to generate API</title>
      <link>https://bkaradzic.github.io/posts/idl/</link>
      <pubDate>Mon, 08 Apr 2019 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/idl/</guid>
      
      <description>This article was originally published as a gist here.
bgfx main API is using basic C++ that looks like C, but it&amp;rsquo;s C++ enough that can&amp;rsquo;t be used directly in C projects. C is important as it provides ability to bind API to other languages, and also as sanity check for API design.
Every time API changes manual process of process for adding/changing API for C99 bindings was changing header declarations of function and function type for interface virtual table (I&amp;rsquo;ll use bgfx::createVertexBuffer function as an example):</description>
      
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      <title>Why I think Immediate Mode GUI is way to go for GameDev tools</title>
      <link>https://bkaradzic.github.io/posts/why-i-think-immediate-mode-gui-is-way-to-go-for-gamedev-tools/</link>
      <pubDate>Mon, 06 Mar 2017 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/why-i-think-immediate-mode-gui-is-way-to-go-for-gamedev-tools/</guid>
      
      <description>This article was originally published as a gist here.
Prerequisites Before you continue, if you don&amp;rsquo;t know what IMGUI is don&amp;rsquo;t bother reading this post, just ignore it, don&amp;rsquo;t write anything in comments section, etc. If you&amp;rsquo;re curious about IMGUI see bottom of this post, otherwise continue whatever you were doing, this post it&amp;rsquo;s not for you. Thanks!
If you know what IMGUI is, for context read following presentations and blog posts:</description>
      
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      <title>Notes on header files</title>
      <link>https://bkaradzic.github.io/posts/notes-on-header-files/</link>
      <pubDate>Tue, 14 Feb 2017 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/notes-on-header-files/</guid>
      
      <description>This article was originally published as a gist here.
After over 20 years working with C/C++ I finally got clear idea how header files need to be organized. Most of the projects in C++ world simply dump everything in .h file, and most of my C++ code was organized this way. Lately I started to separate function declaration from implementation as it was done in C. Now .h headers are exclusevely intended for function and class declaration with doxygen documentation style comments.</description>
      
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      <title>Orthodox C&#43;&#43;</title>
      <link>https://bkaradzic.github.io/posts/orthodoxc&#43;&#43;/</link>
      <pubDate>Sat, 16 Jan 2016 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/orthodoxc&#43;&#43;/</guid>
      
      <description>This article was originally published as a gist here.
What is Orthodox C++? Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It&amp;rsquo;s exactly opposite of what Modern C++ suppose to be.
Why not Modern C++? Back in late 1990 we were also modern-at-the-time C++ hipsters, and we used latest features. We told everyone also they should use those features too.</description>
      
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      <title>Porting AirMech to Native Client</title>
      <link>https://bkaradzic.github.io/posts/native-client/</link>
      <pubDate>Fri, 06 Jan 2012 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/native-client/</guid>
      
      <description>This article was originally published at Carbon Games blog here.
This article is provided for archival purposes only. The technology discussed herein is obsolete.
Introduction We haven’t posted in a while here, sorry, but we are busy working on the game and porting it to Native Client. Since the beginning we had the intention to make AirMech available on all platforms that our players are running. Early in our PC alpha we had a lot of requests for Linux and a Mac port and we were planning to do native ports, when Native Client support was made available for the Chrome web browser, we decided to give it a try.</description>
      
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      <title>Open source or it didn&#39;t happen!</title>
      <link>https://bkaradzic.github.io/posts/open-source-or-it-didnt-happen/</link>
      <pubDate>Tue, 20 Sep 2011 00:00:00 +0000</pubDate>
      
      <guid>https://bkaradzic.github.io/posts/open-source-or-it-didnt-happen/</guid>
      
      <description>This article was originally published at Carbon Games blog here.
One of the most common questions people are asking us is what engine/tech we’re using for AirMech. Well, yesterday we nuked last closed source library from our code base and as of today all the code we’re using is custom in-house or open source. We now have a complete list of open source software we’re using for our game development. This list is complete for all software we’re using on the client.</description>
      
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