26 Followers
111 Following
11 Posts
Long history in game-dev as programmer / creative. Creator of James Pond series (16 bit), MediEvil (PS1), Primal (PS2), etc. Independent since 2011. Working on something much too ambitious, but hopefully very cool 😃
@lritter How about #OnlyFlans?
@runevision The simple fact that I can copy/paste functions between CPU and GPU code more than justifies its existence IMO.
@zeux Yes! Allowing a game to run at LQ but appear to be HQ would have been very well received by both players and devs.
@brohrer one is damaging to you, the other more to those who have to interact with you.
@eviltrout it’s a great first level loop var. ‘j’ sucks for the second level though. Much better IMO is ‘ii’ and then ‘iii’, ‘iv’ etc 😊
@lritter @rygorous @breakin @aeva I might take issue with your use of the word ‘gold’ here… More of a turd mine perhaps?
@TomF @runevision @aras And then there’s the fact that if your code is compiled with Burst it can likely run as a job and be trivially made to run multi-threaded. And next thing you know you’re orders of magnitude faster than the plain C# you started with 🙂
@demofox sadly the US insanity has been spreading to the North, we’re just not quite so far along yet ☹️
@runevision Did you ever consider Surface Nets? In my game I found neither MC nor DC provided clean enough geometry for my purpose (collision meshes). SN meshes we’re the cleanest by far.
@jetstream that’s not entirely true. Shaders by @iq often link to full articles, same with ‘xor’, others too. Look at anything by Shane and there are tons of comments… Sure, many shaders are just people coding for fun, but there are others looking to educate and share knowledge to a pretty remarkable degree.