Aras Pranckevičius
aras@mastodon.gamedev.place
<p>Programmer. Unity 2006-2021. Now Blender. Website at <a href="https://aras-p.info" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="">aras-p.info</span><span class="invisible"></span></a> Admin of <a href="https://mastodon.gamedev.place" target="_blank" rel="nofollow noopener" translate="no"><span class="invisible">https://</span><span class="">mastodon.gamedev.place</span><span class="invisible"></span></a></p>
Posts
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Post #4482241
"GPU texture address mode collies" meme continues to be my main achievement in life, I think.
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Post #4051062
A blast from the past! Six years ago me &amp; my son made a realtime rendering demo &quot;Black Hole&quot; that somehow managed to get 1st place in a (small) Field-FX demoparty. I quite like the demo, but I am biased! Video: https://www.youtube.com/watch?v=v6ELbTS6lkI and blogpost: https://aras-p.info/blog/2020/07/26/Black-Hole-Demo/ and pouët page: https://www.pouet.net/prod.php?which=86463 :demoscene:
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Post #3858914
RE: https://mastodon.social/@Blender/116919208002120819 So while I’m away on a road trip through Europe… :blender: 5.2 LTS got shipped! Lots of goodies there, including some video sequencer stuffs as well.
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Post #3645802
Someone else pointed at this: for all the "massive testing, production-ready, blah blop" talk that Unity does, they also ship pieces of code like this. This is from Unity IAP package, new stable version (5.4.0) shipped last week. Count the number of opening & closing curly braces :)
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Post #2457715
Sebastian Aaltonen finally finished his &quot;No Graphics API&quot; blog post! Which ends with a graphics API of course :) But it is like 150 lines of &quot;API surface&quot;. Pretty cool. https://www.sebastianaaltonen.com/blog/no-graphics-api
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Post #2371615
All slides from the excellent Graphics Programming Conference 2025 conference are up! https://graphicsprogrammingconference.com/archive/2025/ #gpc2025
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Post #2134335
There’s a known rule that every 3D code that works has an even number of axis sign errors. New rule: every image processing code that works has an even number of errors where width is confused with height.
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Post #1944145
Videos from the most excellent Graphics Programming Conference 2025 are up! https://youtube.com/playlist?list=PLLaly9x9rqjukjdrNGwXgDboiMi9Ko_6e&amp;si=xGy00b9cu3pGFdfn #gpc2025
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Post #1896586
Neat: SmolSharp, a way to (mis)use C# native AOT compilation to produce very small executables. There&#39;s a C# OpenGL water rendering demo in under 8 kilobytes. https://github.com/ascpixi/smolsharp
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Post #1850037
Speaking of Amiga, &quot;Second Nature&quot; demo writeup by @gigabates: https://blog.grahambates.com/posts/second-nature/
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Post #1373859
22 years later, I made a &quot;remaster&quot; of our old demo Syntonic Dentiforms. Now on Windows, Linux, Mac and Web, with cleaned up source code and ported from ancient closed source libraries (D3DX, etc.) to sokol_gfx, sokol_audio, stb_vorbis (they are nice!). Here&#39;s a blog post: https://aras-p.info/blog/2026/04/13/Syntonic-Dentiforms-redux/ :demoscene: #demoscene
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Post #741463
My first reaction to DLSS5 can be summarized as “🤮”. So now this completely discards artistic intent, and replaces all game characters with fake instagram influencers? Is it just me? https://www.nvidia.com/en-us/geforce/news/dlss5-breakthrough-in-visual-fidelity-for-games/
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Post #729069
This morning is for reflection
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Post #729068
Oy! @benthroop&#39;s upcoming The Free Shepherd game has a new short! Excite! https://www.youtube.com/shorts/GP50oPnnR34
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Post #729065
Oy! @zeux talks about meshoptimizer on wookash podcast! https://www.youtube.com/watch?v=KtxiuFe83Hg Great run down of all the topics there.