Alright, first blog post of 2021 -- I did some more texture compression performance testing on Apple M1.

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:

Oy! The demo team has shipped final 𝐓𝐡𝐞 𝐇𝐞𝐫𝐞𝐭𝐢𝐜 demo version. See it here: and more details at

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 :)

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: -- 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

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)?

"An Introduction To Real-Time Subsurface Scattering" is a great overview of the techniques

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

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

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