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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! aras-p.info/blog/2018/12/20/C-

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 blogs.unity3d.com/2018/12/05/p

"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. aras-p.info/texts/files/2018Ac

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. unity3d.com/unity/alpha/2019.1

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: github.com/aras-p/smol-v/blob/

For Vulkan shader compression, I have compared my own SMOL-V with SPIRV-Tools "MARK-V" codec, and found some things: aras-p.info/blog/2018/10/31/SP

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. aras-p.info/blog/2018/10/29/Pa

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. github.com/aras-p/smol-v

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! isetta.io/interviews/ArasPranc -- on graphics, modularity, API design, random other stuff.

Is good Friday. Removing github.com/aras-p/hlsl2glslfor and github.com/aras-p/glsl-optimiz 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. isetta.io/interviews/AmandineC

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