About Overbyte
Overbyte is a company that cares about the performance of your game. We provide programming services that can help you at all stages of game development, from consulting on the initial game engine design and implementation, to providing excruciatingly detailed performance audits, to optimising evolving code bases and even helping developers steal back those last few milliseconds during those final, crucial stages of development.
Overbyte is owned and managed by Tony Albrecht, a games industry veteran with over ten years’ experience building and optimising game engines for AAA studios around the globe. Tony is a regular speaker at game developer conferences and has delivered master level training in Europe, China, New Zealand and Australia, teaching experienced programmers the finer points of optimisation for consoles.
Optimisation Lesson 1: Profiling
The performance of a game is critical – it defines the scope of a game. It specifies how many, how far, how much detail, the level of freedom, even the length of the project. Whether
Read More »Optimisation Lesson 2: The Pipeline
Before we start on the second in this series of optimisation lessons
Optimisation Lesson 3: The Memory Bottleneck
Welcome to Lesson 3 of the Overbyte Optimisation series. If you
Welcome
Welcome to the new Overbyte site! This site is still undergoing construction,
Welcome
Welcome to the new Overbyte site! This site is still undergoing construction, but should be finished very soon. I have a series of technical articles planned to launch this site in the near future and I’ll be announcing them via @TonyAlbrecht on Twitter and +TonyAlbrecht on Google+. So follow me there and you’ll be the first to
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Mar 23, 2012, 4 Comment »
Optimisation Lesson 3: The Memory Bottleneck
Welcome to Lesson 3 of the Overbyte Optimisation series. If you cast your mind back to the end of lesson 2, we were left with the following code and corresponding samples: (Note that the
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Nov 10, 2011, 4 Comment »
Optimisation Lesson 2: The Pipeline
Before we start on the second in this series of optimisation lessons I’d like to make something clear. The type of optimisation that I am predominantly talking about in these lessons is low-level optimisation, or
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Oct 21, 2011, 10 Comment »
Optimisation Lesson 1: Profiling
The performance of a game is critical – it defines the scope of a game. It specifies how many, how far, how much detail, the level of freedom, even the length of the project. Whether