โ—พ Open Source https://xitter.cf/t.co/oDCjMiwbp6

Joined January 2019
๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Like anyone else, game companies can be cheated, and I witnessed this several times. In 1993, we at id Software played Doom together over our internal network. Now, you have to realize that at the time, we thought few people would want to play by modem or over the nascent internet. But we wanted that functionality, because it was super fun and we liked it. Now, John Carmack didn't want to program the internet code. We hired a guy who lived in (IIRC) California to do the code remotely. The deal, as it was explained to me, was that he was finishing a project for his current company, and doing our code in his spare time, with his boss's knowledge. When his project was finished, he'd join us in Texas. Well, when we were ready for our internet code, we called his company in California and got the guy's boss. He laughed hard at us. He told us, "This guy is a good programmer, but he is a compulsive liar. He knows he can never hold a job anywhere else, and I get he hasn't done a lick of work on your connectivity stuff. He just took your money." Well ... the boss was right. We'd been swindled. Worse, we didn't have that code. So John Carmack spent 2 weeks quickly hammering together something that mostly worked, and then we released Doom. There was some kind of issue with the way we did it, that if Doom was being played with a lot of people on the same net, even if they weren't playing each other, it multiplied the information packets hugely and crashed the system. Within a month Doom was banned on basically every college campus in the country. So we hired someone to give us new, robust, code and in a month or two Doom was all it could be. Of course John Carmack's not to blame - his strength was in 3-D, not connectivity. Plus he had only 2 weeks to throw it together. That dude in California was the villain and he can rot. 1/4
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Marek Bakalarczuk shared some recent achievements with Quark Multiplayer, pushing Unity's capabilities to support up to 300,000 players, with the potential to reach 1 million. Learn more and sign up to try: 80.lv/articles/quark-multiplโ€ฆ
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
PoE2 like Radiance Cascades in motion (wip). github.com/alexmalyutindev/uโ€ฆ #madewithunity #radiancecascades
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
I remain rather perturbed that so many young programmers believe that their users and managers don't care about quality. I'm even more perturbed that so many believe that coding speed is inversely proportional to quality. The only way to go fast is to go well. Writing good clean code is the fastest way to write code -- at any timescale.
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
3D volumetric displays are a game changer! ๐Ÿ˜ฎ
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
David Lynch losing it when a producer says a scene is โ€œtoo long.โ€
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
๐Ÿช‚ Worlds Adrift fans, this is for YOU! ๐Ÿช‚ We're partnering with @bossagames to bring you Lost Skies: Island Creator. Available on Steam for FREE! ๐Ÿ๏ธ Create your own sky island. Make it as deadly as you like! ๐Ÿ“ˆ Upload it to Steam Workshop for others to explore! Available now!
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
This is so comfy! (in-game - Minecraft)
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
HTrace now supports textured emissive materials. This will be included into the upcoming update ๐Ÿ™ƒ #gamedev #indiedev #unity3d #raytracing
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
RealismCraft's VFX effects are insane. And the combination of effects from two biomes makes it better.
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
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Training outdoors because the day was too good to spend it inside the Combat Gym #gamedev #indiedev #madewithunity #RPG
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
The atmosphere of our gameโ˜๏ธ #LostSkies #indiegame #gamedev #IndieDevs
The atmosphere of our game.
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
#ThrowbackThursday to the skies of Worldโ€™s Adrift! The spirit of exploration lives on, and while weโ€™re crafting something new in Lost Skies, we still hold these memories close to our heart. #LostSkies #Indiedevs
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
.@ARTnGAME's Lumina fully real-time voxel-based global illumination system now runs on #Unity6's Render Graph across all modes, including Forward, Forward+, and Deferred. Coming soon to store: 80.lv/articles/real-time-voxโ€ฆ #unity #unity3d #madewithunity #indiedev #gamedev #realtime
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Happy #screenshotsaturday! โš”๏ธ๐Ÿ›ก๏ธ Dungeons Deep is an Indie Action RPG with a dark fantasy setting, over the shoulder combat, and a Diablo style loot system. If that sounds like your kind of game, give us a follow on Kickstarter! ๐Ÿ”ฅ #gaming #UnrealEngine #indiegaming #gamedev
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Facepunch has finally released a Steam page for S&Box - the spiritual successor to Garry's Mod, a game engine and platform. It allows anyone to create games in Source 2 using an intuitive scene/game-object/component system and C#. Release date to be announced.
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Google accidentally leaked a preview of its Jarvis AI that can take over computers. In other words, Googleโ€™s new AI has the ability to take control of a computer to complete these simple tasks without manual human input. engadget.com/ai/google-accidโ€ฆ
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
Dr. Eric Schmidt, ex-Google CEO says in an interview that within the next 5 years we will have an AI entity that is in a sense AGI and will have 80-90% of all (!) expertise of all disciplines! It will also write its own code!
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๐Ÿœ MarkusD ๐Ÿ”๐Ÿ‘ฃ retweeted
OpenHands (formerly OpenDevin) is currently the top trending repo on Github. It's a Devin clone that aims to make coding fully AI-powered. Have you given it a try?
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