Building Unreal Engine – 2019 16” MacBook Pro vs 2020 M1 MacBook Pro.
2019 16″ MacBook Pro (8-cores, 64GB RAM) – 17m:31s. 82% battery drain. 2020 13″ M1 MacBook Pro (8-cores, 16GB RAM) – 16m:12s. 5% battery drain.
Porting Unreal Engine to Apple Silicon (#2)
Turns out I won’t be writing much about this at all, other than perhaps generic stuff about the challenges and choices about moving a sizable codebase from one CPU architecture to another.
Porting Unreal Engine to Apple Silicon (#1)
It’s the Epic Summer shutdown next week and since I don’t have any vacation plans I’m going to spend some of the time trying to get some of Unreal Engine running on Apple Silicon. Apple kindly shipped us a number of DTK’s which arrived just in time 😀 I’m going to start with the ambitious goal of getting the whole Editor running on the DTK with as many features enabled as possible running.
Using the 2020 iPad’s ARMeshAnchor with SceneKit
I’m sure this will change at WWDC, but at the moment there isn’t any support in SceneKit for the new ARMeshAnchor data generated by the 2020 iPad with Lidar. This is unfortunate as SceneKit’s very handy for quick prototyping but it’s easy enough (even for a SceneKit rookie like myself) to generate some SCNGeometry from the raw data that ARKit provides. Here’s a drop in file that adds a fromAnchor extension to SCNGeometry
2020. A new year, a new decade….