
Burst compiler tech lead at @unity. Hacking on Shader Playground and HLSL Tools in my spare time. Opinions are my own.
London, England
Joined March 2009
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Want to try out the new Metal Shader Converter without installing anything?
Now you can, on Shader Playground shader-playground.timjones.i…
Replying to @gavkar
We also released new developer tools: Game Porting Toolkit and Metal Shader Converter. The links to the downloads can be accessed from here: developer.apple.com/games/.
Occasional reminder - Shader Playground is possible because of the generous support of these people: @aras_p, @sheredom, @KornnerStudios, @TheAnimator.
If Shader Playground is useful to you please consider adding your name to that prestigious list :) github.com/sponsors/tgjones
Tim Jones retweeted
Let's talk about some of the recent improvements to Unity! I'm not talking about the big, flashy things you already know about but the small changes we were able to sneak into the changelog. I'll look at 2023.1 beta stuff but most of it also backported as far back as possible :)
Tim Jones retweeted
Visual Studio 2022 17.6 Preview 2 now has additional integrations with Unreal Engine. Unleash the full potential of your game creation with UE Log Streaming, UHT Code Analysis and HLSL Tools by @_tim_jones_ . #UnrealEngine #cpp #gamedev devblogs.microsoft.com/cppbl…
Please excuse the own-horn-tooting: a thing I made is now part of Visual Studio 😊
devblogs.microsoft.com/visua…
Tim Jones retweeted
Looking for a new challenge? Come work with the best team at Unity (yeah, I'm biased). We're bringing the modern .NET world to all Unity users (and platforms!).
careers.unity.com/position/s…
Are you a software engineer based in Copenhagen/Denmark and interested in working on the Burst compiler? Come join our Burst team at @unity, we are hiring! Prior experience with compilers is not required. careers.unity.com/position/s…
Tim Jones retweeted
Join me on Thursday at 7:00 pm ET/4:00 pm PT as I discuss some of the amazing work the .NET Team at Unity is doing to bring modern .NET technology to Unity's real-time 3D engine. #dotNETConf
dotnetconf.net/
I've been using Twitter in read-only mode for so long now that I almost forgot I can write tweets myself. I'll start with a public service announcement: I've just updated Shader Playground to add Metal 3.0, latest glslang, and RGA 2.6.2 (which adds offline OpenGL mode).
Tim Jones retweeted
Exciting plans for all developers using Unity with C# and .NET! 📢🤗
👀 Want to know what's next on Unity’s interaction with the @dotnet ecosystem?
Learn how we're going to standardize, modernize, and innovate your development experience: on.unity.com/3t40Xfh
Can’t wait to have your feedback guide us on this journey! #dotNET
Tim Jones retweeted
Hey everyone, Unity have just put up another two accessibility roles. These are roles that have potential to transform the entire games industry, and I wouldn't say that lightly. Get on it people.
careers.unity.com/position/s…
#gamedev #softwareengineer
Tim Jones retweeted
I've completely rewritten a blog post detailing the differences between shader languages. What are some of the differences between WebGPU's shading language and HLSL, GLSL, and MSL? How do compute shaders compare across languages?
alain.xyz/blog/a-review-of-s…
I've just upgraded the Shader Playground website from .NET Core 3.1 to .NET 6.0. I like how easy it was to upgrade, but I was particularly impressed that there's a docs page specifically for this 3.1 -> 6.0 path: docs.microsoft.com/en-us/asp…
Tim Jones retweeted
I wrote a blog post with some random shader tips and tricks I've come across, most of them revolving around performance, with resources for further study. interplayoflight.wordpress.c…
Still a great read even after the holidays :)
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Tim Jones retweeted
Now this is slightly surreal: we are acquiring Weta Digital. *The* Weta Digital. blog.unity.com/news/welcome-…













