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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/ …
"Duplication is far cheaper than the wrong abstraction" http://www.sandimetz.com/blog/2016/1/20/the-wrong-abstraction … via @Donzanoid
"Too much work with DVCS" is when you see "05feb16" and read that as a revision hash.
Rendering plumber at Unity (http://unity3d.com) since 2006. Personal stuff at http://aras-p.info/
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