Quantcast
Channel: Aras' website
Browsing all 257 articles
Browse latest View live

Image may be NSFW.
Clik here to view.

Inter-process Communication: How?

A post of mostly questions, and no answers! So I needed to do some IPC (Inter-process Communication) lately for shader compilers. There are several reasons why you’d want to move some piece of code...

View Article


Image may be NSFW.
Clik here to view.

On having an ambitious vision

We just announced upcoming 2D tools for Unity 4.3, and one of responses I’ve seen is “I am rapidly running out of reasons not to use Unity”. Which reminds me of some stories of a few years back....

View Article


Image may be NSFW.
Clik here to view.

Some Unity codebase stats

I was doing fresh codebase checkout & building on a new machine, so got some stats along the way. No big insights, move on! Codebase size We use Mercurial for source control right now. With...

View Article

Image may be NSFW.
Clik here to view.

Rough sorting by depth

TL;DR: use some highest bits from a float in your integer sorting key. In graphics, often you want to sort objects back-to-front (for transparency) or front-to-back (for occlusion efficiency) reasons....

View Article

Image may be NSFW.
Clik here to view.

Speaking at i3D and GDC 2014

I’ll be speaking at i3D Symposium and GDC in San Francisco in a couple of days. At i3D, Industry Panel (Sunday at 11:00AM). Jason Mitchell (Valve) will do a panel on the scalability challenges inherent...

View Article


Image may be NSFW.
Clik here to view.

Cross Platform Shaders in 2014

A while ago I wrote a Cross platform shaders in 2012 post. What has changed since then? Short refresher on the problem: people need to do 3D things on multiple platforms, and different platforms use...

View Article

Image may be NSFW.
Clik here to view.

Visuals in some great games

I was thinking about visuals of the best games I’ve recently played. Now, I’m not a PC/console gamer, and I am somewhat biased towards playing Unity-made games. So almost all these examples will be...

View Article

Image may be NSFW.
Clik here to view.

Shader compilation in Unity 4.5

A story in several parts. 1) how shader compilation is done in upcoming Unity 4.5; and 2) how it was developed. First one is probably interesting to Unity users; whereas second one for the ones curious...

View Article


Image may be NSFW.
Clik here to view.

Rant about rants about OpenGL

Oh boy, people do talk about state of OpenGL lately! Some exhibits: Joshua Barczak’s “OpenGL is Broken”, Timothy Lottes’ reply on that, Michael Marks’ reply to Timothy’s reply. Or an earlier Rich...

View Article


Image may be NSFW.
Clik here to view.

US Vacation Report 2014

This April I had a vacation in the USA, so here’s a write up and a bunch of photos. Our trip: 12 days, group of five (myself, my wife, our two daughters and my sister), rented a car and drove around....

View Article

Image may be NSFW.
Clik here to view.

Importing cubemaps from single images

So this tweet on EXR format in texture pipeline and replies on cubemaps made me write this… Typically skies or environment maps are authored as regular 2D textures, and then turned into cubemaps at...

View Article

Image may be NSFW.
Clik here to view.

Divide and Conquer Debugging

It should not be news to anyone that ability to narrow down a problem while debugging is an incredibly useful skill. Yet from time to time, I see people just helplessly randomly stumbling around, when...

View Article

Image may be NSFW.
Clik here to view.

Curious Case of Slow Texture Importing, and xperf

I was looking at a curious bug report: “Texture importing got much slower in current beta”. At first look, I dismissed it under “eh, someone’s being confused” (quickly tried on several textures, did...

View Article


Image may be NSFW.
Clik here to view.

Optimizing Shader Info Loading, or Look at Yer Data!

A story about a million shader variants, optimizing using Instruments and looking at the data to optimize some more. The Bug Report The bug report I was looking into was along the lines of “when we put...

View Article

Image may be NSFW.
Clik here to view.

Random Thoughts on New Explicit Graphics APIs

Last time I wrote about graphics APIs was almost a year ago. Since then, Apple Metal was unveiled and shipped in iOS 8; as well as Khronos Vulkan was announced (which is very much AMD Mantle, improved...

View Article


Image may be NSFW.
Clik here to view.

Optimizing Unity Renderer Part 1: Intro

At work we formed a small “strike team” for optimizing CPU side of Unity’s rendering. I’ll blog about my part as I go (idea of doing that seems to be generally accepted). I don’t know where that will...

View Article

Image may be NSFW.
Clik here to view.

Optimizing Unity Renderer Part 2: Cleanups

With the story introduction in the last post, let’s get to actual work now! As already alluded in the previous post, first I try to remember / figure out what the existing code does, do some profiling...

View Article


Image may be NSFW.
Clik here to view.

Optimizing Unity Renderer Part 3: Fixed Function Removal

Last time I wrote about some cleanups and optimizations. Since then, I got sidetracked into doing some Unity 5.1 work, removing Fixed Function Shaders and other unrelated things. So not much blogging...

View Article

Image may be NSFW.
Clik here to view.

Careful With That STL map insert, Eugene

So we had this pattern in some of our code. Some sort of “device/API specific objects” need to be created out of simple “descriptor/key” structures. Think D3D11 rasterizer state or Metal pipeline...

View Article

Image may be NSFW.
Clik here to view.

10 Years at Unity

Turns out, I started working on this “Unity” thing exactly 10 years ago. I wrote the backstory in “2 years later” and “4 years later“ posts, so not worth repeating it here. A lot of things have...

View Article
Browsing all 257 articles
Browse latest View live