10 Years of Failing Forward; Lessons Learned

Kea Sigma Delta had its 10th birthday just over a week ago (14 November). I wish I could say that it’s been a resounding success, but business and entrepreneurship aren’t like that. Most companies don’t even reach this milestone; they fail earlier. So, still being here is a success in itself.Click here to watch the […]

Why do GPUs Use SIMT – Isn’t SIMT Slow With Branching?

Almost all modern GPUs use the Single-Instruction Multiple-Thread (SIMT) architecture. With SIMT a group of threads (or wavefront) execute the same instruction in lock-step. Apart from making it a pain to program, it also means that when threads execute different code paths (e.g., if/else), the GPU must execute each branch one-by-one instead of simultaneously. This […]

Why Writing SIMT (GPU) Assembly is Hard

Years ago someone asked me if I would add the ability to write shader assembly to the graphics drivers I was writing. My reply was: you really don’t want to do that. I’ve been working on adding switch support to Warp3D Nova’s drivers, and decided to explain why writing GPU code is hard: Modern GPUs […]

How Daily Journaling Helps Me Get More Done

Daily journalling is a key part of how I keep my projects moving. Without it I’d be wasting time every day trying to remember what I was up to, and what I should do next. That wasted time quickly adds up. This is particularly true when I switch between projects (currently weekly).The ProcessHere’s what I […]

Duct Tape Programming is Hard

A few weeks ago I watched Ian Cooper’s talk titled “Test Driven Design (TDD) – Where Did it All Go Wrong?” In it, he suggests being more like a duct tape programmer (first time round). It sounded great, so I decided to try it and hit a snag almost immediately…Duct Tape ProgrammerA “duct tape programmer” […]

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