Aras' website
Recent content on Aras' website
GraphicsGame developmentPerformance / optimizationDev tools / editors / IDEs
- Posts
- 362 from 5 Feb 2005 to 5 Oct 2026
- Posting
- monthly (9 in the last year)
- Kind
- personal blog
- Feed
- https://aras-p.info/atom.xml
2026 7
2025 9
2024 9
2023 14
- Gaussian explosion
- Making Gaussian Splats more smaller
- Making Gaussian Splats smaller
- Gaussian Splatting is pretty cool!
- Float Compression 9: LZSSE and Lizard
- Float Compression 8: Blosc
- Float Compression 7: More Filtering Optimization
- Float Compression 6: Filtering Optimization
- Float Compression 5: Science!
- Float Compression 4: Mesh Optimizer
- Float Compression 3: Filters
- Float Compression 2: Oodleflate
- Float Compression 1: Generic
- Float Compression 0: Intro
2022 7
2021 7
2020 4
2019 9
- It's Raining Cubes
- Clang Build Analyzer
- Replacing a live system is really hard
- Two years in a build team!
- 'Infinite' sky shader for Unity
- Another cool MSVC flag: /d1reportTime
- time-trace: timeline / flame chart profiler for Clang
- Investigating compile times, and Clang -ftime-report
- Mentoring: You Won't Believe What Happened Next!
2018 30
- "Modern" C++ Lamentations
- C++11 way of initializing integers
- Pathtracer 17: WebAssembly
- SPIR-V Compression: SMOL vs MARK
- Pathtracer 16: Burst SIMD Optimization
- Random list of Demoscene Demos
- Pathtracer 15: Pause & Links
- Iceland Vacation 2018
- Pathtracer 14: iOS
- Pathtracer 13: GPU threadgroup memory is useful!
- Daily Pathtracer 12: GPU Buffer-Oriented D3D11
- Daily Pathtracer 11: Buffer-Oriented
- Daily Pathtracer 10: Update C#&GPU
- Daily Pathtracer 9: A wild ryg appears
- Daily Pathtracer 8: SSE HitSpheres
- Daily Pathtracer Part 7: Initial SIMD
- Daily Pathtracer Part 6: D3D11 GPU
- Daily Pathtracer Part 5: Metal GPU!
- Daily Pathtracer Part 4: Fixes & Mitsuba
- Daily Pathtracer Part 3: C# & Unity & Burst
- Daily Pathtracer Part 2: Fix Stupid
- Daily Pathtracer Part 1: Initial C++
- Daily Pathtracer Part 0: Intro
- Random Thoughts on Raytracing
- Unity in 2018
- UWP/WinRT Headers are Fun (not)
- Header Hero Improvements
- Helped to Build a School in Cameroon
- Minimizing <windows.h>
- 2017 Holidays Giveaway
2017 18
- Gamedev Mastodon: mastodon.gamedev.place
- Slow to Compile Table Initializers
- Best unknown MSVC flag: d2cgsummary
- Forced Inlining Might Be Slow
- Six Months in a Service Team
- Unreasonable Effectiveness of Profilers
- South Korea Vacation Report 2017
- Solar Roof
- User's POV and Empathy
- How does Visual Studio pick default config/platform?
- A case of slow Visual Studio project open times
- Developer Tooling, a week in
- Stopping graphics, going to build engineering
- Font Rendering is Getting Interesting
- Every Possible Scalability Limit Will Be Reached
- UI is hard, and other Typical Work Stories
- Chrome Tracing as Profiler Frontend
- A look at 2016, and onto 2017
2016 11
- Amazing Optimizers, or Compile Time Tests
- Interview questions
- Shader Compression: Some Data
- SPIR-V Compression
- More Hash Function Tests
- Hash Functions all the way down
- Adam Demo production talk at CGEvent
- Maldives Vacation Report 2016
- Solving DX9 Half-Pixel Offset
- Backporting Fixes and Shuffling Branches
- 10 Years at Unity
2015 8
- Careful With That STL map insert, Eugene
- Optimizing Unity Renderer Part 3: Fixed Function Removal
- Optimizing Unity Renderer Part 2: Cleanups
- Optimizing Unity Renderer Part 1: Intro
- Random Thoughts on New Explicit Graphics APIs
- Optimizing Shader Info Loading, or Look at Yer Data!
- Curious Case of Slow Texture Importing, and xperf
- Divide and Conquer Debugging
2014 8
2013 7
2012 6
2011 12
- Prophets and duct-tapers or: useful programmer traits
- Fast Mobile Shaders or, I did a talk at SIGGRAPH!
- Testing Graphics Code, 4 years later
- Notes on Native Client & Pepper Plugin API
- A way to visualize mip levels
- Mercurial/Kiln experience so far
- Stories of Universities
- Mobile graphics API wishlist: some features
- Mobile graphics API wishlist: performance
- A Non-Uniform Work Distribution
- The Virtual and No-Virtual
- iOS shader tricks, or it's 2001 all over again
2010 6
2009 23
- Direct3D GPU Hacks
- Improving C#/Mono for Games
- Deferred Cascaded Shadow Maps
- Fixing bugs, in Tom Waits' words
- Strided blur and other tips for SSAO
- Usability depends on context!
- Talks & Demos from Assembly 2009
- Compact Normal Storage for small g-buffers
- Encoding floats to RGBA - the final?
- Implementing fixed function T&L in vertex shaders
- Shaders must die, part 3
- Shaders must die, part 2
- Shaders must die
- Google O3D - it's going to be interesting
- All games in one short paragraph
- Unity 2.5 is out
- Another Vista review (after 6 months of usage)
- How view on C++ changes over time
- LTGameJam 2009 postmortem
- Off to game jam
- Twitter! Twitter!
- Fixed function lighting in vertex shader - how?
- Quote of the day
2008 38
- ARB_draw_buffers
- Achievement of the week: MakeVistaDWMHappyDance
- Don't try to outsmart the compiler
- Cool tech vs. boring details
- Crunchtime!
- Windows 7
- The awesome support we do
- Unite 2008
- Implicit to-pointer operators must die!
- How to announce anything
- How watchdog threads should NOT be done...
- s/deity/demoscene/g
- Hardware of the casual gamer
- OpenGL 3: a big step in no direction at all?
- Uh-oh, this can't be good
- It must be a bug in OS/compiler/...
- Pixar's Brad Bird on Innovation
- Invincible shutdown buttons!
- I can has vertex?
- Encoding floats to RGBA, again
- Depth bias and the power of deceiving yourself
- OpenCL?
- The problem with Vista
- Amazing! Demoscene news that actually make sense!
- Argh MFC!
- Lolshadows strike again
- On job titles and design patterns
- One-liners: biawesome filtering
- Tricky bugs: peculiarities of dynamic linking, and magic divisions
- SwiftShader 2.0 experience
- New random blog
- What is Intel up to?
- Dogfooding: PeaNinjas part 1
- My experience with Crysis so far
- Off-Road Velociraptor Safari
- Holy FPU precision, Batman!
- What's taking up space in your programs?
- About two years ago...
2007 34
- What if eyes were orthographic?
- Hi, this is me
- Kindernoiser!
- Oblique near plane with orthographic camera
- What OpenGL actually needs
- Splume!
- Unity 2.0 is out
- San Francisco!
- Is OpenGL really faster than D3D9?
- Demos and politics
- Lolshadows!
- Testing graphics code
- Can you set OpenGL states independently?
- Electronic Arts STL
- "You should see the post-mortems"
- Debugging story: video memory leaks
- Encoding floats to RGBA, redux
- My battery is better than yours
- OpenGL pbuffers suck!
- We'd better write software
- Now that's what I call a good API (stb_image)
- Hey, 4 kilobyte intros are starting to get interesting!
- MegaPixel on shockwave.com
- It's harder than "just use shaders"!
- Wanna see what a camera looks like?
- Small article on matrices
- Who writes software nowadays?
- Blog moved
- ARB_vertex_buffer_object is stupid
- Back from Seattle
- A day well spent (encoding floats to RGBA)
- There's more than one me out there!
- Getting political (Iraq)...
- What's wrong with this code?
2006 16
- Wii or spirit of evil
- Quote of the month
- A steam of random things
- Painting and wallpapering
- A day in the life...
- On work and clean code
- Windows on a Mac experience
- Back to some shader programming
- It's always unexpected
- OOP and other things now and then
- Threading woes
- Why doesn't this feature exist?
- The holy grail of shadows
- Pair programming / animations
- Switched jobs - (almost) back in this crazy industry
- Zen bondage!
2005 79
- 64k coding continued
- Speculation: pipelining geometry shaders
- Reading DX10 docs...
- Pakimono!
- Lost Garden
- A crazy thought: 64k intro
- HDR with MSAA demo
- More HDR woes
- Debugging plus
- Jumped onto HDR bandwagon
- Bought Rag Doll Kung Fu
- Listening
- An article on efficient D3DX Effects state management
- Rag Doll Kung Fu
- State management in D3DX Effects #2
- State management in D3DX Effects
- Dingus redux at Pilgrimage'05
- C++ clunkiness
- InteraMotion closes offices
- Project Hoshimi 2006
- The Escapist
- Doing something
- Software of the week
- Guns & games
- What's in the engine?
- Back #2 - tiny photos from Japan
- Back
- Vacation!
- Press releases and other noise
- Immediate mode GUI
- Some new books
- Reading Siggraph 2005 papers...
- Mesh seamless texturing tool released
- On some demos
- Japan, here we come
- While waiting for ImagineCup results...
- Various
- Demo engine to game engine
- How to be creative
- Demo engine website
- 3D engine design redux
- 3D engine design
- Demo released!
- The new chair
- It all depends on the way you look
- Demo nearly finished!
- Work, work, work
- 24 / deadline's near
- Dilemmas
- Improving UV mapping skills
- Ambient occlusion takes ages to compute!
- Working efficiently
- A translation problem
- Master thesis weirdness
- Engine/demo sourcecode released
- Content shoveling
- A demo that still fascinates me
- Animation blending for walk/run
- Geoff Zatkin's essay
- I once wanted be a games programmer
- Oh no, it's a banana hotel!
- Sleep. Repeat.
- Not dead yet!
- Why the demoscene matters / Why we suck
- Demo progress: I'm morphing into an "artist"
- Blender: first try; UV mapping
- Ambient occlusion
- Code dependencies
- Software usability
- White stuff
- Scene.org awards
- Smooth shadows idea (not)
- Things to try
- A bunch of hacks
- Precalculated 2D fracture
- What makes me an awful team member
- ShaderX3
- Linear programming, redefined
- The video cards are damn fast