Jinkel (@jinkel92) profile picture
Joined June 2018
Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)Photo by Jinkel (@jinkel92)
Today is a very special day for Mass Effect fans. We've worked incredibly hard to bring together most of the original Mass Effect trilogy's voice cast to share a very important message with you. We need to #SaveMassEffect.
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Godot is free and open source for everyone, and it only survives through community support. To keep it independent and sustainable, we need your help. Please donate, and thank you to everyone who makes Godot possible. fund.godotengine.org/
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Hola, deberías probar Alertcops: Android: play.google.com/store/apps/d… iOS: apps.apple.com/es/app/alertc… AlertCops es el canal universal de seguridad y emergencias, te permitirá recibir ayuda directa de la Policía Nacional y de la Guardia Civil. #Policia
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The #SaveMassEffect petition has reached +175,000 signatures‼️ Our progress is remarkable, and we’re so close to our 200k goal. We reached 100k in less than three days. We can do it again. We’re NOT backing down 💪 ✍️ Sign the petition: c.org/rMVGzVb6WL
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"Programming is hard. So, instead of doing that, we vibe-coded a new #EpicGames Launcher that’s way faster and more responsive than the current one, and has a new look" "We vibecoded linux support" How does this level of incompetence make it into executive decision-making? They're saying to us nonchalantly: “We’re a billion-dollar company, and we can’t competently build a storefront app.” @GOGcom Launcher was built on a budget of just a few thousand dollars. Meanwhile, these people are throwing millions at an AI-generated launcher and, predictably, failing miserably. Are game developers really supposed to trust the engineering behind Unreal Engine 6 when Epic can’t even get its own launcher right? It's astonishing to see a billion-dollar company making such absurd decisions over their presentation and their product's code. Self-admittedly, Epic is currently failing to demonstrate the engineering expertise and judgment needed to be a trustworthy Game Engine Technology partner -a role that demands considerable technical competence. I don't see why big companies like #Microsoft #Xbox would trust Epic Games tech, when they absolutely have the resources and the tech to manage their own project that can better serve to achieve success in the 9th gen #Gamedevs should look at the antics $20,000,000,000 corporation is pulling. They are championing everything horrible about the games industry today. #indiedev #AAA #America #business
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Sorteamos una NVIDIA GeForce RTX 5080 con diseño personalizado de CONTROL Resonant para celebrar su lanzamiento oficial con #RTXON. Para participar: 🟢 Comparte esta publicación 🟢 Deja un comentario con #RTXON
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C’est moi. À gauche, j’ai 21 ans. À droite, j’en ai 49. De longues années se sont écoulées. 28 années séparent ces deux photos. Mais ce n’est pas le temps qui sépare le plus ces deux femmes si différentes sur les photos. C’est la liberté. À 21 ans, je disparaissais peu à peu sous le tissu, ce que j’ai fini par appeler ma prison de tissu. Mais le plus terrible n’était pas ce qui recouvrait mon corps. C’était ce qui avait fini par enfermer mon esprit. Je pensais être sur le bon chemin. Je pensais faire ce qu’il y avait de mieux. Je pensais même avoir choisi cette vie. Je pensais avoir fait le bon choix, mais j’ai eu tort. Il m’a fallu des années pour comprendre qu’on peut finir par aimer sa propre prison lorsqu’on nous a appris à l’appeler pudeur. À 49 ans, je ne suis pas simplement une femme qui a retiré son voile. Je me suis libérée de tout ce qu’on avait mis dans ma tête pour m’apprendre à disparaître. J’ai désappris la peur. J’ai désappris la soumission. J’ai réappris à penser par moi-même, à disposer de mon corps, à rire, à aimer, à parler, à chanter, à danser, à sourire, à vivre sans demander la permission d’exister. Quand je regarde cette jeune femme de 21 ans, je ne la juge pas. Au contraire, j’ai envie de la prendre dans mes bras. Parce que moi seule sais ce qu’elle va devoir traverser, les larmes qu’elle va verser, les combats qu’elle va mener et le courage qu’il lui faudra pour retrouver celle qu’elle était au fond d’elle. Aujourd’hui, je voudrais simplement lui dire : « Tiens bon Henda. Un jour, tu n’auras plus peur. Un jour, tu comprendras que Dieu ne t’a pas créée pour que tu disparaisses. Un jour, tu retrouveras ton visage, ta voix, tes rêves et ta liberté. Et ce jour-là, tu comprendras que la femme que tu cherchais depuis toutes ces années… c’était la vraie Toi» Je souhaite à chaque femme de trouver le même chemin que moi, le chemin de la lumière, de la Liberté ☀️🕊️🤍 Henda Ayari
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La ultra derecha se queda corta frente a un partido nazi.
«Hitler era un socialista de extrema izquierda. Su partido se llamaba los nacionalsocialistas.» — Elon Musk.
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Vean estas caras, grábense a fuego las caras del mal. Los verdaderos culpables de la destrucción de Europa.
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We'll always have Paris @godotengine😭 #GodotEngine #gamedev
Replying to @jinkel92
But again, even that engine version is over 3 years old. Which is a lot of time; many AAA engines were made in under 3 years. Also, Godot 3000 contributors, and that exceeds the ammount of engine devs of many of those AAA engines that develop along a title within or less than 3 years of time. In contrast, Vite only has a net total of 28 contributors (with 2-3 consistent contributors), and yet is able to achieve better results by working from the Unreal base. And it's not being done from 0, but inherits a lot of things from previous versions. Like Unreal 3 to 4, 4 to 5, etc. Godot keeps having major architectural issues from CPU / GPU related systems that stop it from being industry-grade like Unreal is or other proprietary engines. It's not a good foundation to work from
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Estoy arto de ti, de tu mujer y aparte del gobierno. @sanchezcastejon
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🐶Sanchez
Replying to @geoestratego
Felicidades a todos los perros, salvo a este, que se caga encima de todos los españoles todos los días y es el mejor amigo de todos los enemigos de España.
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#UnrealEngine Vite: Just updated the README in preparation for July Major release. github.com/GapingPixel/Unrea… Updated Toolchain set up, updated changelogs and more technical explanations on precisely why #UE4 is objectively a better Engine for many projects targeting 9th-gen consoles. Quote from README: Physics System: #Chaos is significantly slower than #PhysX in many workloads, largely due to less efficient #SIMD utilization, comparatively poor #multithreading and generally less efficient engineering decisions. Internal stress tests show Chaos performing over 5× slower than PhysX in heavily physics-bound scenarios. This performance difference affects not only rigid-body simulation, but also physics queries, collision calculations and transforms. Resulting in a measurable CPU overhead even in projects that make little or no use of physics simulation. The substantial performance advantage of PhysX also enables significantly more complex and larger-scale cloth simulation and destruction effects within the same CPU budget. Character Movement Component: It has become increasingly expensive in newer versions of the engine. When compared to Unreal Engine 5.6, version 4.27 performs up to 2.2-2.8× faster in movement and collision calculations, even when not accounting for PhysX sweps speed improvement. Skeletal Meshes: Skeletal Meshes became more complex around 5.1/5.4, the base cost of a SKM in 4.27 is far lighter. *SKMs are often the worst #CPU offenders. General increased base costs: for core classes, both Game/Render Logic in both execution cost and memory usage. UActor is 50% bigger, UStaticmesh 101% Render Thread Heaviness: With the deeper integration UE5 Epic's features: #Lumen/#Nanite/VSM/Virtual Textures/TSR/Substrate/Chaos Cloth/Hair, the render systems became larger and more fragmented. Affecting the whole Renderer performance even when not using said features. Volumetric effects, Fog and general visual effects: Large performance regression on the systems/materials that handle Volumetrics, Fog,Sky and many other default engine Shaders; increased shader complexity further beyond the base material cost increases Join the UEVite community on Discord: discord.gg/n9zQrYFhMb #rendering #programming #gamedev #cpp
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