Another one: "Random Talk About Code", again done at Unity Vilnius office. About code, future proofing, navigating a codebase, navigating an organization. Random! aras-p.info/texts/files/20…
Interviewing Advice by @aras_p of Unity aras-p.info/texts/files/20… (pdf) #gamedev #gamejobs
Irradiance Caching by @castano the-witness.net/news/2011/07/i… ludicon.com/castano/blog/2…
Profiling: Real World Performance in League by @TonyAlbrecht engineering.riotgames.com/news/profiling…
I did a talk on Entity Component Systems & Data Oriented Design for junior/future engineers here at Unity (not Unity specific at all). Slides: aras-p.info/texts/files/20… and toy project (C++) for it: github.com/aras-p/dod-pla…
Reading bits in far too many ways by @rygorous fgiesen.wordpress.com/2018/02/19/rea… fgiesen.wordpress.com/2018/02/20/rea…
Ray Tracing without Ray Tracing API by @wolfgangengel …aryofagraphicsprogrammer.blogspot.com/2018/09/ray-tr…
Hybrid Raytraced Shadows Part 2: Performance Improvements by @KostasAAA interplayoflight.wordpress.com/2018/09/04/hyb…
Roughness mip maps based on normal maps? by @kosmonautgames kosmonautblog.wordpress.com/2018/09/17/rou…
Turns out the Simcity (2013) devs also used my interior mapping technique. Awesome! They made a really nice video showing how they extended it with a trick to use only a single texture and to have rooms with varying depth: youtu.be/_x88tvkAGuo?t=…
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From AAA to Indie
New #gamedev blogpost: "Interior Mapping: rendering real rooms without geometry." Explaining a shader technique I invented back in 2007 and that seems to be used in a really cool way in the new Spider-Man game. joostdevblog.blogspot.com/2018/09/interi…
A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering by @zandermajercik @Icare3D @Peter_shirley @CasualEffects jcgt.org/published/0007…
Siggraph 2018: The Road toward Unified Rendering with Unity’s High Definition Render Pipeline by @SebLagarde seblagarde.wordpress.com/2018/09/03/sig…
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