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

Work on Lifetime by Emitter Speed module for particles is now done ™ and will ship with Unity 2020.1.

Work on Freeform Stretching for particles is now done ™ and will ship with Unity 2020.1.

I'll write about it more once Clang 9 is fully out (soon-ish), but here's a little tool I scribbled together: Clang Build Analyzer. github.com/aras-p/ClangBuildAn

Nice to see git addressing some of command line complexities. "checkout" command is way complexicated, the new "switch" and "restore" make sense. github.blog/2019-08-16-highlig

I never thought I'd see "There is a lot of goodwill towards this system" used to describe JIRA, but here we are.

What’s a Vulkan programmer’s favorite type of chewing gum? 

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