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So! After some years of being fairly "unofficial", Unity editor for Linux is more official now. You can just get it via Unity Hub, like regular Windows/Mac editors.

I had a dream where I was trying to come up with a new Mesh scripting API for Unity, and the major problem I was trying to solve, was that it's hard to make meshes out of non-English words; our API is too much English oriented.

I know what I'll be working on next!

All done! Hope stuff still works; if anything broke let me know.

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Instance will start migrating to new servers soon, and will be down for an hour or so! This is all.

So! This instance might be moving to new servers soon(ish), since apparently it's running out of 100GB space for all the media or somesuch. If things go down for a bit, don't worry!

I made a toy path tracer for triangle meshes. Used it as an interview task ("make the initial version faster!")

So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github:

Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft!

Whoa, looks like I've been in build system team for two years already. Time flies! Here's a blogpost, with some neat tools we've built.

You! Know that excellent "graphics programming weekly" that Jendrik Illner does every week ( He has a Patreon for it, go throw money at it now!

Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out!

Kinda tempted to try it out on my toy path tracer :)

I made a small game with my 9yo kid during . If you are a floor-cleaning robot, home means picking up trash to you.

Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it!

I added flame chart profiler output option to Clang, so I could see where exactly time goes while it's compiling. Already found some good stuff! Here's a blog post with info

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