I had a dream where I was trying to come up with a new Mesh scripting API for Unity, and the major problem I was trying to solve, was that it's hard to make meshes out of non-English words; our API is too much English oriented.

I know what I'll be working on next!

All done! Hope stuff still works; if anything broke let me know.

Instance will start migrating to new servers soon, and will be down for an hour or so! This is all.

So! This instance might be moving to new servers soon(ish), since apparently it's running out of 100GB space for all the media or somesuch. If things go down for a bit, don't worry!

I made a toy path tracer for triangle meshes. Used it as an interview task ("make the initial version faster!") github.com/aras-p/ToyMeshPathT

So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github: github.com/Unity-Technologies/

Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft! microsoft.github.io/DirectX-Sp

Whoa, looks like I've been in build system team for two years already. Time flies! Here's a blogpost, with some neat tools we've built. aras-p.info/blog/2019/03/08/Tw

You! Know that excellent "graphics programming weekly" that Jendrik Illner does every week (jendrikillner.com/tags/weekly/)? He has a Patreon for it, go throw money at it now! patreon.com/jendrikillner

Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! openimagedenoise.github.io/

Kinda tempted to try it out on my toy path tracer :)

I made a small game with my 9yo kid during . If you are a floor-cleaning robot, home means picking up trash to you. youtube.com/watch?v=h6uZx8npe6 aras-p.info/projRuumba.html

Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it! aras-p.info/blog/2019/01/21/An

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

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