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: github.com/aras-p/ClangBuildAn

Oy! The demo team has shipped final 𝐓𝐡𝐞 𝐇𝐞𝐫𝐞𝐭𝐢𝐜 demo version. See it here: youtube.com/watch?v=iQZobAhgay and more details at unity3d.com/the-heretic

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 :) aras-p.info/blog/2020/01/04/Fo

Looks like I managed to remove 747 thousand lines of code in 2019. Major cheating, since half a million of that was versioned Quicktime SDK headers that we no longer need.

Oy! I linked to doc describing more Mesh API improvements in 2020.1, but we've changed & expanded the API a bit. Here's an updated doc: docs.google.com/document/d/1QC -- feedback would be great.

So! This Mastodon instance is almost two years old! 🎉

I hope it's useful for some people (for me personally, not much TBH, I guess lack of critical mass).

Most of my time there is moderating spam accounts & spam posts :)

So this happened: "It's Raining Cubes", an attempt at making a 4KB demo with
Andreia, Lina and Tomas. Ended up at 6.6KB :)

Executable, source, video, etc. over at aras-p.info/blog/2019/11/18/It

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)? docs.google.com/document/d/1QC

"An Introduction To Real-Time Subsurface Scattering" is a great overview of the techniques therealmjp.github.io/posts/sss

Ah yes I'll have the macmac + maccheese +cheesemac + cheesecheese

I just mistyped P4IGNORE as P4INGORE and now I'm wondering.

I tried my "toy path tracer" on iPhone 11 Pro, just for kicks.
- CPU multi-core 25.2 Mray/s
- CPU single-core 10.0 Mray/s
- GPU 90.4 Mray/s

Compare: 2018 MacBookPro 2.9GHz:
- CPU multi-core 64.5 Mray/s
- CPU single-core 12.9 Mray/s
- GPU 213.4 Mray/s

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