Zig does some good stuff, but yeah, lately feels like it got the worst parts of the “handmade” vibe.
Zig does some good stuff, but yeah, lately feels like it got the worst parts of the “handmade” vibe.
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
New blog post is finally up: (Ab)using Shader Execution Reordering.
A bit of outside the box usage of SER (for better or worse).
debaetsd.github.io/posts/ser/
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
So! Back in 2011, BitSquid made a "Header Hero" tool for C/C++ codebase header analysis. I did some updates to it in 2018. But now that I'm on Linux, I rewrote the UI (now it works on Win+Mac+Linux), did some performance improvements, and some other tweaks. Here: github.com/aras-p/header_hero
After nine years of development, meshoptimizer has reached its first major version, 1.0!
This release focuses on improvements in clusterization and simplification as well as stabilization. Here's a release announcement with more details on past, present and future; please RT!
meshoptimizer.org/v1
Two years of working on Blender Video Sequence Editor: aras-p.info/blog/2025/11...
So far so good, let's continue! #blender #vse
was great talking to you! best of luck with the game & vfx stuffs
Small blog post comparing binary sizes & performance of OpenEXR vs tinyexr libraries aras-p.info/blog/2025/11...
Likewise!
Cosplaying as a graphics programmer was successful, no one realized that I'm not :) Really good to see conference of this quality in Europe too.
#gpc2025 was great! Met a lot of folks who I haven't seen in decades, or only know them from the internet, or haven't known them at all! I was a bit scared that after a decade out of rendering, everything would be way over my head, but turns out I could follow along just fine.
OpenEXR 3.4.4 is out, which reduced the size of the library binary by half a megabyte. This might have been my fault ;) github.com/AcademySoftw...
Filing an actual bug report would be best :) otherwise, it will just have to wait until I remember to look at it
Did you try doing “retiming” instead of cutting and adding speed effects?
But yeah ok will try to investigate the desync
Hmm thinking about it: was the desync issue when speed effect was being used?
Bug reports would be useful :)
I don’t think it explicitly has one. A unique thing would be that it can get to data that is already inside blender: you can just lay out “scenes” on a timeline without first rendering them out to movies. However, this particular part has a lot of scaling issues lol.
"Retiming" system has pretty much replaced any need for speed modifier nowadays, I think
Yeah I started to work on it accidentally; the first video in my blog post accurately depicts how it happened. aras-p.info/blog/2024/02...
I might have spent almost two years on Blender VSE, yes! While at it, we just posted a "plan for 2026", devtalk.blender.org/t/video-sequ...
So! Blender Video Sequence Editor (VSE) has a roadmap/plan for 2026. Feedback or thoughts whether it makes sense would be welcome. Also more contributors would be good :) devtalk.blender.org/t/video-sequ... #blender #vse
Someone, probably: “stb means… I dunno… single translation build?”
So, yeah. Simple stupid "3D" is doable on Playdate, as long as whole scene is under 2k not-too-large flat triangles. This is what I wanted to check, so now I did, can move onto other things, bye! :)
"Oh no there's a Chocomel in my Playdate!" is back, but this time Chocomel is also on the web: aras-p.github.io/playdators/ and on github: github.com/aras-p/playd... #dogwalk #playdate
Ah, you also got the same? I also got like five emails by now. “Plz reward our serious investigation” lol. I have directory listing enabled because I want them, you doofus!
My completely anecdotal impression is that amount of “large” in-house engines might be decreasing, but amount of “indie” in-house tech is increasing. Ten years ago many large productions were “custom, maybe UE4” while indies were “pretty much just Unity”, now the balance has shifted
Ah, so that’s the “two’s complement” I keep on hearing about
Suprise of the week: perhaps 15 people at Blender Conference said to me how they love Blender video sequencer (VSE) improvements. That is up from two or three people last year! “There’s dozens of us!” 😜 #blender #vse #bcon25
This spontaneous collab was a joy to see!