Windows Central claims (based on an inside source) that Microsoft is using File Pilot internally as a benchmark for their Windows Explorer improvements: https://t.co/vN7BH0ILJd
One dev with a Handmade mindset is all it takes to force Microsoft to change course :)
FFmpeg is moving to Rust 🦀
Our use of C and Assembly in FFmpeg has been an unacceptable violation of safety.
FFmpeg will be running 10x slower - but we're doing it for your safety.
All your videos will appear green - safety first, working software later.
I'm doing a new discussion series with @DemetriSpanos on emerging AI topics. Ironically, the series art was made by hand by @aerettberg without generative AI :)
This ignores an important shift in the gaming industry, which is the dominance of art & production teams in producing content, and the shrinking role of programming teams doing the same. And that *does* have a major impact on download sizes.
When a programmer is in charge of content, they try to get as much content out of as few assets as possible. Assets are broken down into generalized pieces which can be pieced together for a larger variety of purposes. That “piecing together” is a programming task, which is why it works.
On the other hand, when an artist alone is in charge of content, they naturally develop less “building block”-like assets, as they’re trying to investigate a cohesive artistic vision. When there’s a need for a new asset, there’s not really a good mechanism for the artist to programmatically reconfigure existing assets to fit that need, so they will either duplicate an asset & tweak, or create the new asset from scratch. This is true for textures, shaders, materials, models, and so on.
This development process eliminates obvious wins from deduplication and compression, because subtle and slightly mutated pieces across many assets could theoretically be deduplicated & programmatically reused, but it’s impossible to do that without a comprehensive audit of all assets, something that no team really wants to (or can) do.
I wrote a UI library in C that can lay out 95000 items at 60fps.
The library is 566 lines of C, and the application-specific ui code is 998 lines. Works on mac, windows, and linux.
Meet Inkblood, our grimy detective game!
All around Inqburg, air is heavy with blood. Inquisition must intervene. Explore these roads in your carriage, solve cases and get to the bottom of this. Find out what happened to your predecessor.
WISHLIST N⛻W: https://t.co/YUABdXac6Z
One nice thing about making a programming language is that people can then use that language to make stuff.
This game "the travelers" is coming out very soon! Something good to play during your Christmas break...
https://t.co/rkepg0H3xk
Microsoft @Windows: "We're preloading File Explorer so it launches faster."
File Pilot: Compiles in less than 3 seconds. Launches instantly. Eats whole drive for breakfast.
Speed isn't a background task, it's design.
https://t.co/v4OY47UD4h
Understanding is the Progress. The World that just lives on its own, which you don't understand and do not influence is no different than primordial jungles. The Tech that hides, deceives, and generally reduces your understanding, drives you back to the stone age.
the fact that Visual Studio Code is by far the most popular editor is *so* sad
please please please let a *fast* editor be popular.
go use vim, go use @zeddotdev go use 10x Editor by @stewartlynch8
we can do better