I added flame chart profiler output option to Clang, so I could see where exactly time goes while it's compiling. Already found some good stuff! Here's a blog post with info aras-p.info/blog/2019/01/16/ti

I made a blog! Where I (again) rant about lack of "where did compile time go?" tools in C++ compilers, and end with a cliffhanger. aras-p.info/blog/2019/01/12/In

"Visual Studio IDE is just fine being a 32-bit process", they said :) And now it doesn't have enough memory to *close itself*.

Sure, I am working with the solution that contains whole llvm/clang source code, which is massive. But still!

Direct3D team decorated their office wall with 402 GPUs spanning 35 years of graphics hardware evolution. Nice! blogs.msdn.microsoft.com/direc

I started mentoring some junior programmers at work a few months ago, and you won't believe what happened next! aras-p.info/blog/2019/01/07/Me

Looks like in 2018 I managed to delete more code than I added. Happy with the general downward slope. Gotta delete more :)

Looks like as of today, I've been at Unity for 13 years. My first commit was "adding Visual Studio build", and a week into the job I already had a "moving files around, deleting obsolete ones" commit. That probably set up where I am today, right there!

Which one is faster to compile in C++, "int a = 7" or "int a { 7 }"? You never asked that question, but I'll answer it anyway! aras-p.info/blog/2018/12/20/C-

So! "Tiny Mode" for Unity (aka "unity for small things") is in public preview right now. Get 2018.3 beta and grab the Tiny Mode package; more info in the blog post blogs.unity3d.com/2018/12/05/p

"How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of Kayvon Fatahalian's Siggraph'08-10 BPS course material. aras-p.info/texts/files/2018Ac

Because "why not", I made my toy path tracer run in the browser via WebAssembly. Was pretty easy! aras-p.info/blog/2018/11/16/Pa

The most excellent and lamentable tragedy of Flat UI Design, in two acts.

So! Unity 2019.1 alpha 8 is out, with experimental "Incremental Garbage Collector" for C# folks, and "real actual Constant Buffer APIs" for graphics folks. And other things. unity3d.com/unity/alpha/2019.1

LTTP, but Travis CI is pretty cool. Getting automagic build+test on Windows+Mac+Linux e.g. in my SMOL-V github project was way easier than expected; just by having this file: github.com/aras-p/smol-v/blob/

For Vulkan shader compression, I have compared my own SMOL-V with SPIRV-Tools "MARK-V" codec, and found some things: aras-p.info/blog/2018/10/31/SP

TL;DR: MARK-V compresses well, is a giant executable, and very slow.

Show more
Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.