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Looks like in 2018 I managed to delete more code than I added. Happy with the general downward slope. Gotta delete more :)

Looks like as of today, I've been at Unity for 13 years. My first commit was "adding Visual Studio build", and a week into the job I already had a "moving files around, deleting obsolete ones" commit. That probably set up where I am today, right there!

Which one is faster to compile in C++, "int a = 7" or "int a { 7 }"? You never asked that question, but I'll answer it anyway!

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

"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.

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