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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.

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:

For Vulkan shader compression, I have compared my own SMOL-V with SPIRV-Tools "MARK-V" codec, and found some things:

TL;DR: MARK-V compresses well, is a giant executable, and very slow.

I updated my toy path tracer Unity C# Burst code with a 4-wide HitSpheres implementation. PC 84->133 Mray/s, Mac 36->60 Mray/s.

I just updated SMOL-V (library that makes Vulkan shaders more compressible) to accept SPIR-V versions 1.2 and 1.3, e.g. as produced by Microsoft's DXC.

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! -- on graphics, modularity, API design, random other stuff.

Is good Friday. Removing and from Unity main codebase, since we stopped using them a while ago. They served a good purpose between 2010 and ~2017, but time to let go.

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.

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!!

Please Boost :)

New blog post: 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: and toy project (C++) for it:

Me: I'm gonna do a quick talk about entity component systems and data oriented design for junior/future engineers here at work, gonna be fun!

Also me: spends 30 hours preparing said talk.

Now that looks interesting: Sublime Merge, a new git/merge client from makers of Sublime Text.

Zombie processes should have been called ghost processes.

They have unfinished business and can't move on until their death is acknowledged by their parents. That's totally ghost territory not zombie territory.

"Using Rust For Game Development" by Catherine West is amazing (and much relevant outside of Rust too)

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Game development! Discussions about game development and related fields, and/or by game developers and related professions.