Ok, "Boyfriend Dungeon: Date Your Weapons!" looks pretty cool. Backed! https://www.kickstarter.com/projects/kitfoxgames/boyfriend-dungeon-date-your-weapons
I'd like to make leaving Twitter more convenient for anyone inclined to jump, and I've noticed one of the things that keeps me there is it's where a bunch of media outlets post and they don't run accounts here.
So I'm starting up a GamesIndustry.biz account that will toot out stories for people who want to keep up with industry news:
"Number One / Another One" by Fairlight & CNCD from Assembly 2018 just blew my mind. Absolute masterpiece. https://www.youtube.com/watch?v=LyXwmt0EZig
Random list of demoscene PC demos over 1993-2018: http://aras-p.info/blog/2018/08/03/Random-list-of-Demoscene-Demos/
RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.
Disney has released full data set of Motunui island from Moana movie: https://www.disneyanimation.com/technology/datasets
Matt Pharr has an excellent blog series on making pbrt better at rendering it. http://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all.html
Some thoughts on how can one start learning graphics programming https://interplayoflight.wordpress.com/2018/07/08/how-to-start-learn-graphics-programming/
Look at that. Nesting, variants, prefab mode. https://unity3d.com/prefabs
Retrospective of a year writing C code again (for those not also on twitter): http://floooh.github.io/2018/06/02/one-year-of-c.html
Pathtracer part 14: I made it run on iOS, both CPU & GPU parts. Some info on Xcode GPU performance tools, and a tiny bit of NEON code. http://aras-p.info/blog/2018/05/30/Pathtracer-14-iOS/
(definitely not daily :)) Pathtracer part 13: nice GPU thread group data optimization suggested by @gfxbean, and a quick realization that Metal IR is just LLVM IR. http://aras-p.info/blog/2018/05/28/Pathtracer-13-GPU-threadgroup-memory-is-useful/
The first Unity 2018.2 linux beta build is live! Featuring high dpi support!
Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights. http://aras-p.info/blog/2018/04/25/Daily-Pathtracer-12-GPU-Buffer-Oriented-D3D11/
Daily Pathtracer part 11: let's try a "buffer oriented" approach (is that what "wavefront" or "stream" tracing is? I don't know!) http://aras-p.info/blog/2018/04/19/Daily-Pathtracer-11-Buffer-Oriented/
Next up: maybe try the same on a GPU