aras-p.info
Aras' websiteI am Aras Pranckevičius. I can read and write code. I work at Unity Technologies on Unity. nesnausk! is my demoscene stuff. Contents I Blog. I tweet …
http://www.aras-p.info/
I am Aras Pranckevičius. I can read and write code. I work at Unity Technologies on Unity. nesnausk! is my demoscene stuff. Contents I Blog. I tweet …
http://www.aras-p.info/
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Aras' website | aras-p.info Reviews
https://aras-p.info
I am Aras Pranckevičius. I can read and write code. I work at Unity Technologies on Unity. nesnausk! is my demoscene stuff. Contents I Blog. I tweet …
Blogs · Aras' website
http://www.aras-p.info/blog
More Hash Function Tests. Aug 9, 2016. In the previous post. I wrote about non-crypto hash functions, and did some performance tests. Turns out, it’s great to write about stuff! People at the comments/twitter/internets pointed out more things I should test. So here’s a follow-up post. This post is not about cryptographic hashes. Do not read below if you need to hash passwords, sensitive data going through untrusted medium and so on. Use SHA-1, SHA-2, BLAKE2 and friends. Rdquo; attacks. SipHash. If you ar...
Talks and Presentations · Aras' website
http://www.aras-p.info/texts/talks.html
Various notes Adam demo. Production, at CG EVENT. Slides and videos post. Porting Unity to new graphics APIs. Stories and challenges porting Unity to Direct3D 12 and Metal, at SIGGRAPH. Slides with notes (2MB pdf). Unity 5 Graphics Smörgåsbord. Overview of graphics features and improvements in Unity 5.0, from Game Developers Conference. Slides (38MB pdf). Slides with notes (14MB pdf). Keynote file (35MB zip). Hobby Engine to Game Engine. Physically Based Shading in Unity 5. Slides with notes (5MB pdf).
Papers and Articles · Aras' website
http://www.aras-p.info/texts/index.html
A list of GPU vendor specific hacks/extensions for D3D9. Compact Normal Storage for small g-buffers. Various approaches on how to store view space normals in a compact way. Implementing fixed function T&L in vertex shaders. How to implement the beast in vertex shader 2.0 and up without using HLSL. Oblique Near-Plane Clipping with Orthographic Camera. Water and mirrors can live happily with orthographic cameras. Numbers in Transformation Matrices. What those 16 numbers actually mean? 2003 Oct, Lithuanian).
Optimizing Unity Renderer Part 1: Intro · Aras' website
http://www.aras-p.info/blog/2015/04/01/optimizing-unity-renderer-1-intro
Optimizing Unity Renderer Part 1: Intro. Apr 1, 2015. At work we formed a small “strike team” for optimizing CPU side of Unity’s rendering. I’ll blog about my part as I go. Idea of doing that seems to be generally accepted. I don’t know where that will lead to, but hey that’s part of the fun! Backstory / Parental Warning. I’m going to be harsh and say. Ldquo;this code sucks! Just this March, we’ve got Pillars of Eternity. Ori and the Blind Forest. It is important to try to improve the codebase though!
Optimizing Unity Renderer Part 2: Cleanups · Aras' website
http://www.aras-p.info/blog/2015/04/04/optimizing-unity-renderer-2-cleanups
Optimizing Unity Renderer Part 2: Cleanups. Apr 4, 2015. With the story introduction in the last post. Let’s get to actual work now! As already alluded in the previous post, first I try to remember / figure out what the existing code does, do some profiling and write down things that stand out. Profiling on several projects mostly reveals two things:. 1) Rendering code could really use wider multithreading. This was on a MacBookPro; GPU-simplified scene from Butterfly Effect demo. It’s going to be ...
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repilogue: 03/01/2011 - 04/01/2011
http://repi.blogspot.com/2011_03_01_archive.html
Ramblings about game development, the games industry and rendering by a developer. Thursday, March 10, 2011. Was good this year! More and better in-depth technical talks then last year and was a major event for us at DICE as we did a big showing of BF3 to the press. And had 5 talks about Battlefield 3 and Frostbite 2 topics at the conference. All the slides from the presentations are now up on http:/ publications.dice.se. DirectX 11 Rendering in Battlefield 3. Lighting you up in Battlefield 3. Correct co...
Adrian Boeing: Blog: November 2012
http://adrianboeing.blogspot.com/2012_11_01_archive.html
Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. Back-substitution and inverting matricies. Matrix triangulation and back-substitution algorithms can be used in combination with gaussian elimination to solve systems of equations or to find the inverse of a matrix. I previously covered gaussian elimination. Continuing on we can now solve the systems of equations using back substitution. The matrix we had to solve was:. 1 2 1 4 13 0 -4 2 -5 2 0 0 -5 -7.5 -35 0 0 0 -9 -18. Pivot through al...
Adrian Boeing: Blog: Gaussian Elimination
http://adrianboeing.blogspot.com/2012/11/gaussian-elimination.html
Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. A 2b c 4d = 13 2a 4c 3d = 28 4a 2b 2c d = 20 -3a b 3c 2d = 6. We can form an augmented matrix to represent it, and use Gaussian elimination to solve it. The goal is to produce a triangle-matrix. Representing the above equations as a matrix, we have:. 1 2 1 4 13 2 0 4 3 28 4 2 2 1 20 -3 1 3 2 6. The first step is to select a pivot row, which we can use to eliminate/reduce the other rows. When we eliminate the other rows, we want the th...
JoyTek: March 2011
http://joytek.blogspot.com/2011_03_01_archive.html
Diary of a game programmer. Monday, March 14, 2011. Xcode - warning: no rule to process file. Update: This post covers how you solve a problem in Xcode 3. If you want to know how it's done in Xcode 4, see. I added 2 new files to my IPhone project today. These are two text files (two glsl files) and they should only be included in my main bundle to be accessed at run time. However, when I build the project I get the following warnings:. Upplagd av Jerry Jansson. Wednesday, March 2, 2011. From Visual Studi...
JoyTek: IPhone Development Reference Post
http://joytek.blogspot.com/2011/02/iphone-development-reference-post.html
Diary of a game programmer. Thursday, February 24, 2011. IPhone Development Reference Post. The bigger the ratio the more “widescreen” the display is. Eg: 16:9 = 1.78, 16:10 = 1.6. Upplagd av Jerry Jansson. Subscribe to: Post Comments (Atom). Programmer at SimWay AB. View my complete profile. Lost in the Triangles. The Hacks of Life. In The Games Of Madness. Mikkelsen and 3D Graphics. What your mother never told you about graphics development. John Ratcliff's Code Suppository. The Word of Notch.
JoyTek: PrimeQuiz on AppStore
http://joytek.blogspot.com/2011/11/primequiz-on-appstore.html
Diary of a game programmer. Thursday, November 3, 2011. We released our first game for the iPad today. It's a quiz-game, only in Swedish at the moment. The game is great fun and I suggest you pick up a copy at: http:/ itunes.apple.com/se/app/primequiz/id465316270? Upplagd av Jerry Jansson. Subscribe to: Post Comments (Atom). Programmer at SimWay AB. View my complete profile. Lost in the Triangles. The Hacks of Life. In The Games Of Madness. Mikkelsen and 3D Graphics. John Ratcliff's Code Suppository.
JoyTek: Upgrading to SVN 1.7
http://joytek.blogspot.com/2011/10/upgrading-to-svn-17.html
Diary of a game programmer. Monday, October 31, 2011. Upgrading to SVN 1.7. We upgraded our Tortoise SVN clients from version 1.6.x to 1.7.x. SVN 1.7 uses a Centralized Metadata Storage. Which means that instead of storing a .svn-. Directory inside every other directory in your working copy it stores 1 centralized .svn-directory in the root of your working copy. This means far less extra directories and files scattered all over your hard drive. For our project we got the follwing numbers:. Chris, a Coder.
JoyTek: TablePlay
http://joytek.blogspot.com/2012/06/tableplay.html
Diary of a game programmer. Wednesday, June 20, 2012. Our latest game, TablePlay. Has been released on the AppStore. You can watch the promotional video here:. The game features 3 different minigames, suitable for kids of all ages:. It also features a way for parents to limit the time their kids spend with the game:. Upplagd av Jerry Jansson. Subscribe to: Post Comments (Atom). Programmer at SimWay AB. View my complete profile. Lost in the Triangles. The Hacks of Life. In The Games Of Madness.
JoyTek: Xcode: Converting to execution character set: Illegal byte sequence
http://joytek.blogspot.com/2011/04/xcode-converting-execution-character.html
Diary of a game programmer. Thursday, April 14, 2011. Xcode: Converting to execution character set: Illegal byte sequence. If you are working on multiple platforms you may run into Unicode trouble if you do not save your files correctly. This test string worked just fine in VS2010:. But gave the following compiler error in Xcode:. This error happens because the file was saved in a non-Xcode compatible unicode format. Upplagd av Jerry Jansson. August 28, 2011 at 10:14 PM. Thanks; this solved my problem!
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Aras' website
I am Aras Pranckevičius. I can read and write computer code. My work is at Unity Technologies on Unity. I write a blog. On programming and stuff. I run a game development Mastodon. Instance at mastodon.gamedev.place. Over at twitter as aras p. Occasionally I do Talks. Spare time projects here. Was my demoscene stuff. UWP/WinRT Headers are Fun (not). Helped to Build a School in Cameroon. Gamedev Mastodon: mastodon.gamedev.place.
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Aras-Piatra Neamt
Ce stii despre Hiv? Vineri, 19 martie 2010. Cum poate deveni cineva voluntar la ARAS? Ar trebui sa dea un telefon la biroul ARAS din oricare filiala. Ori sa trimita un mesaj electronic la arasvoluntari@yahoo.com. Linia telefonica SIDA Helpline (0.800.800.033) poate oferi numerele de telefon ale tuturor birourilor ARAS. Candidatii minori trebuie sa aiba acordul scris al parintilor pentru a se înscrie în asociatie. Care sunt criteriile de selectie? Ce face concret un voluntar? Care este activitatea lui?
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Aras | PLM Software | Product Lifecycle Management
PLM für die Zukunft. Aras PLM - Offen und flexibel. Schaeffler setzt auf Aras für Engineering Cockpit für 20.000 User. Aras als PLM-Backbone schafft Voraussetzungen für Integration von IoT und den Digital Thread. Lesen Sie mehr über Aras and Schaeffler. Aras wird von tausenden Unternehmen in über 160 Ländern weltweit eingesetzt. Mehr Produktivität durch die Aras Lösungen. Unsere Lösungen basieren auf einer offenen, flexiblen Technologie - Sie können schnell starten und die Lösung laufend weiter ausbauen.
ARAS-PLONGÉE | Plongée en Touraine
Sur le site de l’ARAS Plongée. Nous sommes une association de plongée d’Indre-Et-Loire. Venez nous rencontrer à la piscine de Monts (détails plus bas). Aventures Subaquatiques. Plongez avec nous …. L’ARAS est un club de plongée associatif de la ville de Montbazon (*). Le club compte actuellement 30 membres . Nous bénéficions de 2 créneaux hebdomadaires d’entrainement en piscine à Monts (*) dans le bassin de vie de la Communauté de Commune du Val d’Indre (CCVI). Dans le cadre de la formation plongée.
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