This interview with Amandine Coget (@LiaSae on twitter) is great and touches on many important topics rarely talked about: onboarding, usability, grokking large codebases, backwards compat etc. Good stuff. https://isetta.io/interviews/AmandineCoget-interview/
So...Washed Up! is out NOW 😎
Scratch that block-arranging itch with a our environmentally-themed puzzle game, the first from our husband & wife micro-team. 20% discount in launch week!!
It took a while, but Terrain system and tooling in Unity is getting some updates ;) https://blogs.unity3d.com/2018/10/10/2018-3-terrain-update-getting-started/
New blog post: Mesh Shader Possibilities! http://www.reedbeta.com/blog/mesh-shader-possibilities/ Or why graphics programmers have been yelling about mesh shaders over the last couple weeks.
I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: http://aras-p.info/texts/files/2018Academy%20-%20ECS-DoD.pdf and toy project (C++) for it: https://github.com/aras-p/dod-playground
Me: I'm gonna do a quick talk about entity component systems and data oriented design for junior/future engineers here at work, gonna be fun!
Also me: spends 30 hours preparing said talk.
Julia Evans is basically a superhero. https://jvns.ca/blog/2018/09/18/build-impossible-programs/
Zombie processes should have been called ghost processes.
They have unfinished business and can't move on until their death is acknowledged by their parents. That's totally ghost territory not zombie territory.
The t-shirt says the truth.
Just so you know, "git -amend" doesn't amend anything.
It gets parsed as: git -a -m 'end'
That is, it commits all modified files with a message that just says "end"
I suffer so you don't have to 🤦♂️
Evening 7: spaghetti code.
New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, quarter resolution HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res 1920x1080 shadows now cost ~2.5ms (GTX 970).
Only flicked through it so far but the (free, online) chapter of Real-Time Rendering 4th Ed on ray tracing is out now. Looks pretty good for anyone wanting a fast intro up to today. http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf
I have been programming since like 1985 and I just realized this minute that a "corner case" is, like, where an edge case hits another edge case and gets even weirder. I've been using "edge case" and "corner case" as synonyms without ever thinking about it.
Evening 6: fractals, fractals everywhere.
Another evening of secret production: I don't know where I'm even going with this. 🤷But hey, learned about "Kali Set" fractals :)