//
sign in
Profile
by @danabra.mov
Profile
by @dansshadow.bsky.social
Profile
by @jimpick.com
AviHandle
by @danabra.mov
AviHandle
by @dansshadow.bsky.social
AviHandle
by @katherine.computer
EventsList
by @katherine.computer
ProfileHeader
by @dansshadow.bsky.social
ProfileHeader
by @danabra.mov
ProfileMedia
by @danabra.mov
ProfilePlays
by @danabra.mov
ProfilePosts
by @danabra.mov
ProfilePosts
by @dansshadow.bsky.social
ProfileReplies
by @danabra.mov
Record
by @atsui.org
Skircle
by @danabra.mov
StreamPlacePlaylist
by @katherine.computer
+ new component
Profile
Loading...
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Aras Pranckevičius









Loading...
You'd think that in Unity "how do I do a square root?" has a simple answer. It does not! Here's a blog post about various complexities of math related codegen, precision and performance in Unity: aras-p.info/blog/2026/06... #unity
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/
Cheating as well, since this is fairly recent. My midlife crisis is this now.
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
'Syntonic Dentiforms' demo remake by @aras-p.bsky.social is using sokol for rendering and audio :) aras-p.info/blog/2026/04... Direct link to web version: aras-p.github.io/SyntonicDent...
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...
📣🍏 Tiny Glade now runs on macOS! Mac users can finally pet the sheep (um, the rest of the game should work too 🤭) You'll need one of them "Apple silicon" Mac 'puters, like M1, M2, etc. or MacBook Neo. See our full post for details: store.steampowered.com/news/app/219...
Here’s a cool talk from GPC 2025 on the architecture of Blender’s Cycles renderer. There is no one right answer to designing a renderer; as a rendering engineer, I really like seeing how different renderers choose different tradeoffs to meet user needs: youtu.be/etGMk9wYwNs
5d
5mo
1mo
6mo
2mo
4mo
1mo
1mo
aras-p.info
Unity vs floating point · Aras' website
Posting this for a specific audience here.
Notes on creative usage of shader execution reordering
(Ab)using Shader Execution Reordering - Dieter's Blog
debaetsd.github.io
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".
6d
Fork of Bitsquid's Header Hero tool. Contribute to aras-p/header_hero development by creating an account on GitHub.
github.com
aras-p.info
Aras Pranckevičius
GitHub - aras-p/header_hero: Fork of Bitsquid's Header Hero tool
Syntonic Dentiforms redux · Aras' website
Nanite Tessellation, aka Nanite Dynamic Tessellation, aka Nanite Dynamic Displacement was the next major feature I worked on after Nanite it...
graphicrants.blogspot.com
Nanite Tessellation
YouTube video by Graphics Programming Conference
youtu.be
Blender Cycles: architecture of a unified CPU/GPU path tracer
Video
Aras Pranckevičius
Aras Pranckevičius
6mo
Dieter
Andre Weissflog
Brian Karis
Tiny Glade 🏰🌿
Yining Karl Li
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
No Graphics API — Sebastian Aaltonen