メイン→@ruccho_vector ここでは技術の話をしています ゲーム開発、Unity/C# 向けのライブラリ書くなど

Joined July 2017
るっちょ(技術) retweeted
破られた証明書を除外できてるかのチェック方法 emudhra.we-have-a-problem.co… ↑を開いてこの表示しか出なければブラウザはセーフ 次に書かれてるcurlを実行して同じように繋がなければセーフ もしつながってしまったら...OSなどをすべてアップデートして
private keys from 8 intermediate CA certs have been compromised (eMudhra) Happy "Update everything" day to all my pager-carrying friends emudhra.we-have-a-problem.co…
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るっちょ(技術) retweeted
DHH is fundamentally right about Rust. For context, Vercel has been undergoing a Rust-ification (carcinization, technically 🦀) for a while. One of the first projects we migrated was Turborepo, from Go to Rust¹. The migration completed, but the RoI was actually quite controversial internally. While Rust was in our eyes better for low-level OS access, something crucial for a build system like Turbo, the human migration costs were very sustantive. Go is very fast. It's beautifully designed. It's easy to iterate on. We were very conflicted about the migration, because it was *humans* writing the code, *even if we knew Rust was a better choice*. The calculus has now changed. What's "best for humans" is no longer necessarily "best for business". FWIW, it's also quite unlikely that Rust is the end-all-be-all toolchain. I'm quite certain there's greener pasture ahead, because Rust itself was designed before the 'supersonic tsunami' of agents hit. ¹ https​://vercel.com/blog/how-turborepo-is-porting-from-go-to-rust
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るっちょ(技術) retweeted
C++/CLI、これはC++/CLIでは?(違)
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るっちょ(技術) retweeted
Your .NET work has outgrown the solution 😱 CI pipelines, GitHub workflows, and a growing number of Markdown files for your agents are all part of your day-to-day workflow, but they usually live outside your solution. Keeping those files within easy reach doesn't mean you should clutter your solution with them. Recently, we asked which view you use, Solution Explorer or File System. Several of you mentioned constantly switching between the two depending on the task. The new Files view in Rider replaces the old File System view. While the previous view was limited to the directory containing your .slnx file, the Files view lets you browse your entire repository, including files and folders outside that directory. Plus, Search Everywhere now indexes files available in the Files view. Even if your solution sits several folders deep, repository-level workflows, agent instructions, and frontend projects remain easily accessible. You can browse and edit them alongside your code without adding solution items or maintaining virtual folder structures. The Solution Explorer view remains the best place to focus on your .NET projects, but when you need to inspect a workflow or check a specification updated by an agent, switch to the Files view and then go back to your project work. Browsing and basic editing are lightweight by default, so Rider won't automatically index your whole repository. For frontend projects that are not part of your solution, such as a React application, you can turn on full IDE support when required. Try the new Files view in the latest Rider 2026.3 EAP build. You'll find it right next to the Solution view. jetbrains.com/rider/nextvers…
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るっちょ(技術) retweeted
🎸 .NET 11 goes to 11. 🔥 Smarter JIT deabstraction, fewer allocations, fewer bounds checks, tighter loops, SIMD boosts, and hundreds of runtime/library optimizations. ⚡ Your code may get faster without changing a line. 📖 Read: msft.it/6011abvXZ
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るっちょ(技術) retweeted
Unity for Games
@unitygamesSep 1
Unity 6.6 is here⚡️ From accelerated scene testing with Fast Enter Play Mode by default to smarter asset management with content directories, 6.6 is packed with upgrades built to speed up your workflow and lay the groundwork for Unity 7. 🔗 Learn what else is new: on.unity.com/6-6_Discussions
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るっちょ(技術) retweeted
Godot-dn2cppを4.7.2ベースに移行しました。 github.com/takuma-komatsu/go… だいぶ安定してきたので「C#のWebエクスポートができるFork版Godot」としてそろそろ大々的に宣伝していきたい…んだけど拡散力がなさすぎてつらい。ボスケテ。
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るっちょ(技術) retweeted
UnityでSpriteRendererの残像を高速に描画するためのライブラリ『SpriteAfterimage』をリリースしました🚀 Unity6.5で追加されたRenderSprite APIを用いたハイパフォーマンスな残像表現を提供します。使い方はSpriteAfterimageコンポーネントを貼るだけ! ■リポジトリ github.com/nuskey8/SpriteAft…
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るっちょ(技術) retweeted
2026/08/24週のUnity Weeklyです。 blog.yucchiy.com/project/uni… Unity CLI 1.0.0-beta.6、Unity Hub 3.21.0、iOS 26.4更新後のローエンドデバイスでのクラッシュ回避策などを紹介しています。 #unity #unity3d
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Cinemachine の表示領域制限 (2D) を賢く行うライブラリを仕立てました github.com/ruccho/FineConfin…
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Unityで 「ピクセルフォント使いたいけどなんか表示が変」 「TextMeshProの設定めんどい」 みたいな時に使える無料で商用利用可能なパッケージの紹介です! ドットフォントをぼやけさせずに簡単かつキレイに表示出来る Texpix kan-kikuchi.hatenablog.com/e…
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るっちょ(技術) retweeted
Extended (2x) version of my SIGGRAPH 2026 talk: youtube.com/watch?v=aQv9pUl9… Reducing Graphics API Complexity: A Clean Slate Design for Modern GPUs
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Unite Seoul での Content Directories のセッション録画が公開されました。YouTube の自動翻訳が微妙ですが、スライドは英語で書かれているので、概要を把握することはできるかなと。 youtube.com/watch?v=q-IVG-RI…
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るっちょ(技術) retweeted
長年Unityユーザを苦しめてきた(?) AssetBundleの代替となる予定のシステム「Content Directories」が登場! Unityの歴史を考えると大きな転換点になりうるので、概要を把握しておきたい方も現状を詳しく知りたい方もぜひ記事をご覧ください📝
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るっちょ(技術) retweeted
これ最高かも マジでドット絵でもいい感じにアウトライン出る
Unity uGUIでピクセルフォントをキレイ&効率的に表示するシステム「Texpix」を公開しました。 4方向/8方向アウトライン対応、TextMesh Proを使うより圧倒的に簡単です
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📣 C# Kaigi 2026 の採択セッションを公開しました! 採択された皆さまには、確認メールをお送りしていますのでご確認お願いします! fortee.jp/csharpkaigi-2026/p…
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