I made a blog post about GPU texture compression, with way more scatter plots than you ever asked for. https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/
I made a blog post! But can you Handle it? https://aras-p.info/blog/2020/04/11/Various-details-about-Handles/
A while ago I made ClangBuildAnalyzer for Clang9+ "-ftime-trace" analysis of the whole build. Just made it work 3x faster and use 15x less memory on large builds. v1.2.0: https://github.com/aras-p/ClangBuildAnalyzer/releases/tag/v1.2.0
Looks like I've been 14 years at Unity by now. So instead of doing something useful, I wrote one of them "here's a look at the past" blog posts :) https://aras-p.info/blog/2020/01/04/Fourteen-years-at-Unity-o_O/
Oy! I linked to doc describing more Mesh API improvements in #unity3d 2020.1, but we've changed & expanded the API a bit. Here's an updated doc: https://docs.google.com/document/d/1QC7NV7JQcvibeelORJvsaTReTyszllOlxdfEsaVL2oA/edit# -- feedback would be great.
and a couple of screenshots:
So this happened: "It's Raining Cubes", an attempt at making a 4KB #demoscene demo with
Andreia, Lina and Tomas. Ended up at 6.6KB :)
Executable, source, video, etc. over at https://aras-p.info/blog/2019/11/18/Its-Raining-Cubes/
So! Unity 2019.3 added some improvements to Mesh data *write* API. Now I'm adding ability to *read* Mesh data from Jobs/Burst. Does this make sense (doc link)? https://docs.google.com/document/d/1QC7NV7JQcvibeelORJvsaTReTyszllOlxdfEsaVL2oA/edit#
Demoscene continues to be crazy: a raytracer done as an SQL statement http://www.pouet.net/prod.php?which=83222
New paper from Morten Mikkelsen: “Surface Gradient Based Bump Mapping Framework”, https://mmikkelsen3d.blogspot.com/p/3d-graphics-papers.html
"An Introduction To Real-Time Subsurface Scattering" is a great overview of the techniques https://therealmjp.github.io/posts/sss-intro/
New tiny blog post, now that Clang 9 is out: "Clang Build Analyzer" https://aras-p.info/blog/2019/09/28/Clang-Build-Analyzer/
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