I did an interview with lovely folks at "Isetta Engine" (student team at CMU) a while ago, and they managed to edit my random rambling into something that resembles coherent thought! https://isetta.io/interviews/ArasPranckevicius-interview/ -- on graphics, modularity, API design, random other stuff.
This interview with Amandine Coget (@LiaSae on twitter) is great and touches on many important topics rarely talked about: onboarding, usability, grokking large codebases, backwards compat etc. Good stuff. https://isetta.io/interviews/AmandineCoget-interview/
So...Washed Up! is out NOW 😎
Scratch that block-arranging itch with a our environmentally-themed puzzle game, the first from our husband & wife micro-team. 20% discount in launch week!!
It took a while, but Terrain system and tooling in Unity is getting some updates ;) https://blogs.unity3d.com/2018/10/10/2018-3-terrain-update-getting-started/
This post on code comments by Redis author is great http://antirez.com/news/124
New blog post: Mesh Shader Possibilities! http://www.reedbeta.com/blog/mesh-shader-possibilities/ Or why graphics programmers have been yelling about mesh shaders over the last couple weeks.
I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: http://aras-p.info/texts/files/2018Academy%20-%20ECS-DoD.pdf and toy project (C++) for it: https://github.com/aras-p/dod-playground
Now that looks interesting: Sublime Merge, a new git/merge client from makers of Sublime Text. https://www.sublimemerge.com/
Julia Evans is basically a superhero. https://jvns.ca/blog/2018/09/18/build-impossible-programs/
"Using Rust For Game Development" by Catherine West is amazing (and much relevant outside of Rust too) https://www.youtube.com/watch?v=aKLntZcp27M
New blog post documenting the latest batch of hybrid raytraced shadow performance improvements. With them, quarter resolution HRT shadows cost in Sponza dropped from ~16ms to ~0.8ms. Full res 1920x1080 shadows now cost ~2.5ms (GTX 970).
Only flicked through it so far but the (free, online) chapter of Real-Time Rendering 4th Ed on ray tracing is out now. Looks pretty good for anyone wanting a fast intro up to today. http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf
"How LLVM Optimizes a Function" is pretty cool peek into LLVM optimization passes. https://blog.regehr.org/archives/1603