@elkraneo

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I'm absurdly happy with this selection outline
Which doesn't mean work is done. The series is in the middle of particles research, and then we have exciting work to do with MaterialX and animation 🏇
Deconstructed is now fully open source. Thanks @pixelpartner for the final push.
https://github.com/elkraneo/Deconstructed/releases/tag/open-source-usd-operations-split
Release open-source-usd-operations-split · elkraneo/Deconstructed

Add particle emitter fixture research artifacts

GitHub
ParticleEmitterComponent (RealityKit.VFXEmitter) has ~71 fields. None are written in the baseline—RCP uses sparse authoring, outputting each field only when it is changed from the defaults.
https://uncannyuse.com/features/particle-emitter-component
ParticleEmitterComponent — uncannyuse

Emits configurable particles (fire, sparks, snow, custom) from a RealityKit particle system.

uncannyuse

Big release for Snapshot Testing: full support for Swift Testing attachments!

🎉 https://github.com/pointfreeco/swift-snapshot-testing/releases/tag/1.19.0

During production of Finding Nemo, we started using Linux boxes in addition to SGIs.
Why?

3D painting software we wrote for laying out coral was written in C++ using templates, and the debug info was too large for IRIX, but was debuggable on Linux.

Was this a 32 bit vs. 64 bit issue?

No.

IRIX reserved half the address space for the kernel, while Linux only did a quarter.

So on Linux, we had 3GB, and the symbols fit.

It was a 32 bit show, both machines had 4GB max.

Plenty for Finding Nemo.

This time was especially difficult because we upgraded to SwiftUsd 6, which contains a new version of OpenUSD. But now, finito. The new version is being reviewed.
And just the fact that we can ship a native Swift app with this level of USD tooling is motivating...

https://preflight.reality2713.com

Preflight — OpenUSD Inspection Service

Inspect, validate, and understand USD assets with side-by-side Hydra and RealityKit rendering, non-destructive sessions, and AI diagnostics.

Why put up with it? Because what's inside is worthwhile. Preflight wraps seriously powerful USD tooling via Swift-Cxx interoperability; the app's hidden complexity is part of what makes it valuable in the first place.
You're looking at ~20 consecutive attempts to archive a new version of Preflight. Each one took approximately 20 minutes. That was my entire day.
The joy of C++ interoperability with Swift.