So! "Tiny Mode" for Unity (aka "unity for small things") is in public preview right now. Get 2018.3 beta and grab the Tiny Mode package; more info in the blog post blogs.unity3d.com/2018/12/05/p

@simpe no, wasn't recorded. also I spoke in Lithuanian, so recording wouldn't be very useful either :)

"How does a GPU shader core work?", a talk I just gave for junior employees here. Basically an almost exact copy of Kayvon Fatahalian's Siggraph'08-10 BPS course material. aras-p.info/texts/files/2018Ac

Because "why not", I made my toy path tracer run in the browser via WebAssembly. Was pretty easy! aras-p.info/blog/2018/11/16/Pa

@kimau maybe. I still dislike majority of today's flat UIs. I actually often can't tell what can be clicked on, just by looking at it. I can't easily tell which window/control is active, etc.

@WAHa_06x36 I think it's not only Microsoft; majority of flat UIs I've seen are terrible. It might be possible to make a good one, but that doesn't happen often.

The most excellent and lamentable tragedy of Flat UI Design, in two acts.

So! Unity 2019.1 alpha 8 is out, with experimental "Incremental Garbage Collector" for C# folks, and "real actual Constant Buffer APIs" for graphics folks. And other things. unity3d.com/unity/alpha/2019.1

@hirnbrot I think you can install more modern gcc or clang versions in there, even on older OS. E.g. this seems to use gcc 8: github.com/cmuratori/meow_hash

LTTP, but Travis CI is pretty cool. Getting automagic build+test on Windows+Mac+Linux e.g. in my SMOL-V github project was way easier than expected; just by having this file: github.com/aras-p/smol-v/blob/

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