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/
An interview with Elan Ruskin on engines, tools, and 15 years of AAA experience. https://isetta.io/interviews/ElanRuskin-interview/
(HT to @KostasAAA for the link.)
Ni no kuni 2 frame breakdown: https://blog.thomaspoulet.fr/ninokuni2-frame/
Very interesting interview of Mederic Chasse about the state of real time #vfx in #gamedev https://80.lv/articles/real-time-vfx-overview-from-mederic-chasse/
The technical details behind AV1: https://www.youtube.com/watch?v=On9VOnIBSEs
Designing the data model in Our Machinery: https://ourmachinery.com/post/the-story-behind-the-truth-designing-a-data-model/
More immersive sim stuff, this is a good interview about Deus Ex, Unreal engine, and late 90s game tools:
Following up on the #rust 2d #graphics discussion part 2 - A look at GPU memory management: https://nical.github.io/posts/rust-2d-graphics-02.html
"Materialize" is a now Opensourced. With this tool, you will be able to convert any image into PBR Material. It's literally Substance/B2M on steroids.
GitHub (Unity project) is here :
See it in action :
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! https://isetta.io/interviews/ArasPranckevicius-interview/ -- on graphics, modularity, API design, random other stuff.
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. https://github.com/aras-p/smol-v
Jendrik Illner's #graphics weekly, issue 59: https://www.jendrikillner.com/post/graphics-programming-weekly-issue-59/
Entity-component-system and rendering https://ourmachinery.com/post/ecs-and-rendering/ on our machinery's blog.
The 3rd edition of Physically Based Rendering is now freely available online https://pharr.org/matt/blog/2018/10/15/pbr-online.html
I can't stop playing with http://shader-playground.timjones.io/
Unfortunately the output of the intgrated ANGLE compiler isn't valid enough to feed into one of the hlsl compilers, which would have enabled me to investigate WebRender's shaders without touching Windows.
So I discovered Alain Galvan's blog thanks to the aforementioned graphics weekly and it's full of good stuff: https://alain.xyz/blog
Gfx dev @ mozilla / opensource geek / a little too obsessed about vector graphics on the GPU.
Game development! Discussions about game development and related fields, and/or by game developers and related professions.