Show more

"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.

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.

Show more
Gamedev Mastodon

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