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Showing posts from 2017

Catching up

There is so much going on this year that I don’t have too much time to write posts. For this who don’t follow my other blog this is some summary of most important changes: In February I started working for Unity Technologies. Engine slowly transit to Physics Base Rendering (PBR). I released new video https://youtu.be/q6Ql9MX4baM with game progress. Been at Unity HackWeek XII (I’m even on one of photos at blog, find me if you can :P) Dropping kinematic character physics in game. Now that I think about it each of this points could be separate post. But well there is no point in thinking about past and let’s focus on present and topics I work on in the same time: PBR transition. Physics changes. Game not working smooth. PBR transition This slow down a little bit because I try to read in free time recommended by friend moving frostbite to pbr . I start to see how much knowledge I missing to do it properly. There is all this sections about lights par

Good programmer ...

I don't know about you but after all this years that I'm into programming (18 year already) I'm still hesitate to call myself good programmer. I have some knowledge and experience but am I really good ?  This question really often return when you look around in net. You founding another awesome looking project that somebody done. In my case is even worse because most of the time it's also done a lot quicker ( I'm 7 years stuck in the same project). Always then I feel a little bit down because there coming other questions like: what you done in all this time, what you achieved and are you really good. I still don't have clear answer how to deal with this mood and thoughts. Do you have any ? If you have I'm really open to listen them. So far I start to thinking that we are in time when a lot of people want to show of their skills and show how better they are than others. I'm sometimes have pity for them when they doing that. Recently I was aske

Editor disaster ... update

So I was digging a little bit more into my issue of TCP/IP on Linux and I found out about socket option: TCP_NODELAY One of description in given link is: 2. For this to be used effectively, applications must avoid doing small, logically related buffer writes. Because TCP_NODELAY is enabled, these small writes will make TCP send these multiple buffers as individual packets, which can result in poor overall performance. ... In my case default behavior created delay because I was basing (probably stupidly) my whole system on fact that each message will be delivered as soon as possible. This option switched everything to expected from me behavior. Of course I don't saying this is solution to all problems and probably introduce me some issues somewhere else. I'm still feel like novice in serious network programming :/ But well as far as project go I'm really happy with all this improvements and knowledge that I gain in meantime of doing them. But well time to re

Editor disaster ...

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So I'm still waiting for starting of my new job in Unity Technologies so I have some spare time. I use it to see Copenhagen, drink coffee, meet new people and of course as always: coding.  This time in my coding journey I try to figure out reason behind my slow reaction time of editor. My windows machine handed everything perfectly fine but my a lot slower laptop with Linux gave terrible results :/ How bad? I tried to rotate scene and there was few second delay between action and reaction So really bad. There was no choice but to fix it. 

Resource building

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As you may notice I like to push my tech to it's limit. Because of that I recently decided to switch to a lot better way of building resources. I took my app that were containing everything and split it on 3 different one. They run as separate processes which connect with each other using TCP/IP. Comparing to previous setup this solution have a lot of advantages and this is some of them: If one node crash I can just restart it and run whole setup further. Whole node setup is scalable so I can have 100 of nodes. I can run nodes on different machines.  I can dispatch new version of building nodes to different machines automatically. I can build specialized Python nodes for some of work. Application don't need to have all this shitty code of resource compilation. Whole concept became a lot easier to control. So as you can see there is a lot of improvement :) comparing to previous one.