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. https://blogs.unity3d.com/2019/05/30/announcing-the-unity-editor-for-linux/
"The Making of The Heretic: Digital Humans and VFX Characters" is really good: https://docs.google.com/presentation/d/1aiBXsNu-D9ZfpBNqcs08w7ToNJ2e7jgyoyfNUXSCWW8/edit?usp=sharing #digitaldragons2019 #madewithunity
Are you creating or modifying Meshes from code in #unity3d? We might have some API improvements planned for that, feedback is welcome. See google doc: https://docs.google.com/document/d/1I225X6jAxWN0cheDz_3gnhje3hWNMxTZq3FZQs5KqPc/edit# and forum thread: https://forum.unity.com/threads/feedback-wanted-mesh-scripting-api-improvements.684670/
All done! Hope stuff still works; if anything broke let me know.
Profile Analyzer for Unity. https://blogs.unity3d.com/2019/05/13/introducing-the-profile-analyzer
I made a toy path tracer for triangle meshes. Used it as an interview task ("make the initial version faster!") https://github.com/aras-p/ToyMeshPathTracer
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: https://github.com/Unity-Technologies/Unity-Experimental-DXR
Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft! https://microsoft.github.io/DirectX-Specs/
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. https://aras-p.info/blog/2019/03/08/Two-years-in-a-build-team/
Measured Materials Library - 300 free scanned materials for Unity's HDRP https://blogs.unity3d.com/2019/02/08/we-have-you-covered-with-the-measured-materials-library/
Quick post on "infinite sky" shader for Unity http://aras-p.info/blog/2019/02/01/Infinite-sky-shader-for-Unity/
Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! https://openimagedenoise.github.io/
Kinda tempted to try it out on my toy path tracer :)
Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it! http://aras-p.info/blog/2019/01/21/Another-cool-MSVC-flag-d1reportTime/
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 http://aras-p.info/blog/2019/01/16/time-trace-timeline-flame-chart-profiler-for-Clang/
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