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My GDC talk on physically based shading & stuff in Unity 5: slides http://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading.pdf … notes http://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading_notes.pdf … #unity5 #unity3d
So, Unity is free for all Sony platforms now (PS4, PS3, Vita, PSM). http://blogs.unity3d.com/2014/09/17/great-news-for-playstation-developers/ … #unity3d
So we thought about it, and WebGL stuff in Unity 5.0 will be free. http://blogs.unity3d.com/2014/08/14/building-and-maintaining-value-for-developers/ … #unity3d #webgl
"Every program eventually loads a web browser", or how Visual C++ compiler loads MSHTML by @brucedawson0xb http://randomascii.wordpress.com/2014/03/31/you-got-your-web-browser-in-my-compiler/ …
"Solving problems you probably don’t have creates more problems you definitely do" - @mike_acton http://www.slideshare.net/cellperformance/data-oriented-design-and-c …
OH "Asserts are exploding comments" - that is awesome. Via http://nedbatchelder.com/blog/200512/exploding_comments.html … via @rygorous
Pushed Metal support to glsl-optimizer. So yeah, it can convert GLSL into Metal now. https://github.com/aras-p/glsl-optimizer/blob/master/Changelog.md … #metalapi
A blog post on Metal and our plans for it: http://blogs.unity3d.com/2014/07/03/metal-a-new-graphics-api-for-ios-8/ … #unity3d #metal
I made a blog post. "Cross Platform Shaders in 2014" http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/ …
Rendering plumber at Unity (http://unity3d.com) since 2006. Personal stuff at http://aras-p.info/
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