Jacobers_COM (@PixelpulseG) header
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CS student | Building Cast - Engine.

Gainesville FL
Joined July 2024
Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)
Jacobers_COM retweeted
IT TALKS I played with Odin + Raylib for two days and came up with this beauty.
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Jacobers_COM retweeted
Huh, they're also removing the option to use C++ for gameplay.
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Jacobers_COM retweeted
I hate this kind of thinking so much... Fuck this normalization of AI code. You don't *have* to use AI for code. It's not "impossible", it's not "we forgot how...", jeez. Some libraries like SDL, stb, Love2D and tools like RenderDoc have strong anti-LLM policies even!
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Jacobers_COM retweeted
Hey @TimSweeneyEpic, many people have questions and concerns about the future of UE6 with the recent news. Would you be willing to do an interview to help give indies and studios of all sizes some clarity and answers so we can all start planning for the years ahead?
Huh, they're also removing the option to use C++ for gameplay.
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At noon Eastern today my game will finally get its name and a Steam page! One year ago this Saturday I started writing my own game engine. Today, I get to share what I've made (so far) with the world! While we wait, here are some chill vibes from inside the world I'm making.
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Jacobers_COM retweeted
Me opening my toy renderer after a few months of inactivity.
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Jacobers_COM retweeted
I can finally talk about Mass Effect Universe. Since Bioware closed I can now reveal that I was part of the Mass Effect Council, saw what BioWare was building, and provided feedback during development. • Set 600+ years after the Reaper War • You play as a customizable N7 agent • Instead of being a walking gun rack, you're a cross between John Wick and James Bond • Shepard's legacy preserved, regardless of your ending • A galaxy divided into three major factions • Humanity, Krogan, Batarians, and more allied together • Council races forming their own alliance • The Geth emerging as a third superpower • A galactic Cold War instead of another Reaper style invasion with a shadowy adversary • Geth-built megastructures • Connections between the Milky Way and Andromeda • Experimental technology implanted in you as a unique point of difference • Hacking and manipulating the environment • See through walls, identify systems, remotely trigger hazards and more • Handcrafted missions like ME1-3 • But with Hitman-style freedom in how you complete them • Brutal close-range executions • Squadmates who can clash with each other • Romance wasn't being sanitised • Liara returns - now an incredibly powerful Asari Matriarch From what I saw, BioWare was making Mass Effect for us, the fans, not for people who don't exist. It looked incredible. And now we may never get to play it. Find out more here: youtu.be/ZOWrTNazZxM #SaveMassEffect
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Jacobers_COM retweeted
I’ve kept the functionality for multi-process debugging working since the beginning of RADDBG, but I’ve never really dogfooded it much because I’ve mostly focused on one process. That is, until now. It has been absolutely awesome for client/server debugging! One thing which might not be obvious is that this pass over the debug engine is for supporting *multi-server*, multi-process debugging. This means you can debug a remote server *and* a remote client (or a local client), all at once.
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Jacobers_COM retweeted
just finished my multiplayer system in C and turns out we can support 50k players in a single server at 60hz simulation tick of course not much happening on this demo but pretty sure we could support Fortnite level gameplay at 10k players.
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Jacobers_COM retweeted
The multitude of "searching for a needle in a haystack" games are fitting for the modern programming era, because searching for value in an LLM-generated PR is doing effectively that.
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Jacobers_COM retweeted
the C engine is finally ready for prime time, it's name is Kaigen. in the next few days I'll start posting more demos, and re-posting old demos, with playable links and intake forms for a closed beta. if you're a professional game or 3D app developer who wants to give your users the smoothest possible experience, on *every* platform. DM me.
just finished my ECS system in C and it turns out it's ~17x faster than @unity DOTS on the web that's 100k boids at ~90 FPS instead of 17 FPS sharing the code and link for this demo soon, details below 🧵
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Jacobers_COM retweeted
I've had a number of people ask about how we're approaching memory management in our game, so I decided to do a 4 part video series starting with the fundamentals and building up. Part 1 is out now, with the rest coming soon: youtu.be/3rez2rDYHHA
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Guess I'll follow them, they don't have the guts to tell me no.
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Jacobers_COM retweeted
I've been teaching a real-time graphics university course for 5 years now, so I figured it's a good point to modernize it: * Native WebGPU instead of OpenGL * Rust officially supported (in addition to C++) Pretty excited, we'll see how it goes!
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Jacobers_COM retweeted
Found this neat little language someone is working on and wanted to share it with you guys. Still pretty early, not fully developed, but seems like a cool project revo.lung.fyi/
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Something I really love about my engine: painting and authoring textures on the fly. Right inside the editor, I can grab an existing texture, paint it, and either save it out as a new one or overwrite the one on disk. This is the kind of small thing that just makes me happy.
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Jacobers_COM retweeted
First vulkan triangle successful achieved!
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Jacobers_COM retweeted
Finally got my first triangle using vertex buffers in vulkan.
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Jacobers_COM retweeted
Highly recommend you watch this before starting to modernize your renderer: youtube.com/watch?v=aQv9pUl9… (He also covers what VK extensions you can use today to get as close as possible to the API he's proposing.)
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Jacobers_COM retweeted
Those of you who work with game engine's consistently know how important load times can be. Here is Lumina starting up, loading a project, and opening a scene. luminagameengine.com/
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