While working on build time optimization one ends up spending a lot of time waiting for things to compile (to check build performance), so while watching the progress bars I crunched some numbers of "how much code" I've done in year 2017!
* 1716 commits (7.6 per workday)
* 96292 lines added, 175256 lines removed (avg 350 lines removed each day)
* Landed code to "production/trunk" 118 times (avg every 2nd day)
* 6 weeks vacation \o/
Not bad here, 2017, not bad.
dear imgui: more r&d on virtual viewports + platform abstraction layer = magically dragging windows outside client area, creating display contexts dynamically etc. (there's still flickering on transitions).
The road toward turning all those r&d stuff (docking + magical platform windows) into a polished/shipped version is long but we're getting there. Probably half-way now?
My wife Marie also re-painted the crate textures & normal maps (she hand paints those with Sprite Illuminator). Almost wish we were making a 3D game to show them off (and my toon shader) better https://mastodon.gamedev.place/media/7xh01--RtjgYqGB7M8Y
improved ambient occlusion by Patapom https://drive.google.com/file/d/1SyagcEVplIm2KkRD3WQYSO9O0Iyi1hfy/view
Great writing by Bruce Dawson on the 360's CPU: "it’s still nerdy cool to see solid proof that instructions that were not executed were causing crashes." https://randomascii.wordpress.com/2018/01/07/finding-a-cpu-design-bug-in-the-xbox-360/
Looks like today or tomorrow might be twelve years of me working on Unity! A lot of things have happened in that time, and a lot more will happen in the future! <more inspirational writeup goes here>
Wondering if there was a security thing with that wide-sweeping changes as #spectre/#meltdown; I don't remember any.
All OSes are scrambling to patch their kernels, browsers to patch their JITs and disable features (like threading), compilers adding flags to make virtual calls more expensive to mitigate, etc. etc.
Interesting and scary all at once :)
Just about when WebGL was to get multi-threading capabilities, boom, Spectre and Meltdown happen (https://googleprojectzero.blogspot.lt/2018/01/reading-privileged-memory-with-side.html), and both Firefox and Chrome disable SharedArrayBuffers (https://blog.mozilla.org/security/2018/01/03/mitigations-landing-new-class-timing-attack/ and https://www.chromium.org/Home/chromium-security/ssca). Sad :(((
"I told the internet I’d buy books and stuff for people, and you won’t believe what happened next!", or a writeup of a holidays gifts giveaway http://aras-p.info/blog/2018/01/01/2017-Holidays-Giveaway/ https://mastodon.gamedev.place/media/QKbMgJu7ntqTE05Rpmo
I like Mercurial. It should be talked about more; instead of everyone talking about git only (when they aren’t busy talking about blockchains, that is). Let’s do more Hg marketing! #hg #mercurial
Apparently Unity 2017.3 just shipped today, with a bunch of stuffs. https://blogs.unity3d.com/2017/12/19/unity-2017-3-is-here/
How to Write Your Own C++ Game Engine http://preshing.com/20171218/how-to-write-your-own-cpp-game-engine
Ok so looks like this Mastodon instance got upgraded to 2.1.0, which has "Lists" as the most prominent new feature. See here https://github.com/tootsuite/mastodon/releases/tag/v2.1.0
Fingers crossed nothing else broke!
Oh, Disqus got acquired by a “create, maintain and monetize customers, using people-based, precision marketing to provide customers with enhanced multi-channel marketing solutions to help them manage the full customer life-cycle” company. Brilliant! /me goes and removes Disqus integration from the blog ;)
If you're into details, Alex wrote a long blog post explaining the work he did on improving crunch texture compression to be faster, smaller, and support ETC: https://blogs.unity3d.com/2017/12/15/crunch-compression-of-etc-textures/