@funkeh yup, pretty much :)
Measured Materials Library - 300 free scanned materials for Unity's HDRP https://blogs.unity3d.com/2019/02/08/we-have-you-covered-with-the-measured-materials-library/
Quick post on "infinite sky" shader for Unity http://aras-p.info/blog/2019/02/01/Infinite-sky-shader-for-Unity/
Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! https://openimagedenoise.github.io/
Kinda tempted to try it out on my toy path tracer :)
@booblito she used Krita to draw everything. I assembled it all in Unity, and then GarageBand for music and Audacity for sounds.
Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it! http://aras-p.info/blog/2019/01/21/Another-cool-MSVC-flag-d1reportTime/
@silverweed but yes it probably eats up 50GB or so :shrug:
@silverweed hmm weird. For me it compiles in 20-30 minutes from scratch (on Mac&Windows)
@jakob right now we don’t. Could imagine having some tooling that tracks compile times over time/PRs. Not sure if worth it for C++, we plan to write most code in C# going forward...
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 http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/
@deathofdevil I generally don't use dark mode in various apps. My work place is well lit :)
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. http://aras-p.info/blog/2019/01/12/Investigating-compile-times-and-Clang-ftime-report/
Direct3D team decorated their office wall with 402 GPUs spanning 35 years of graphics hardware evolution. Nice! https://blogs.msdn.microsoft.com/directx/2019/01/07/wall-of-gpu-history/
@aeveltstra actual detail in the blog post :)