My favorite way to use AI for coding is... To write most of code myself, and then let AI teach me, and review me.
Models are much better at finding issues than at writing greenfield code, so imo it's reasonable to embrace this. The amount of code was never the bottleneck.
Remember - when you use AI to just get the end-result, you invest in your tokens provider. But when you use it to learn something new - you invest in yourself.
FGED volumes 1 and 2 each had crowd funding campaigns that provided a way for supporters to get perks like acknowledgments in the books, autographed copies, and licenses to my software. I wasn't planning to run a campaign for FGED3, but I understand some people would still like access to these perks this time around, and I'd be willing to run a campaign to make them available. What do you think?
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj
I am psyched for this!
I did not expect to like OOTSS because I don't like "Sokoban games", and I did not even finish some of the short-form ones that OOTSS was based on. Having now played the first part of the demo, the puzzle uniqueness and pacing are so good that it is a literal game-changer for me. You settle in to a rhythm and it becomes a "play ten levels before bed" kind of activity that you look forward to at the end of the day.
Big congrats to Team Thekla! Somehow they turned "1000 levels of Sokoban" from something that sounded like a threat to something I'm now genuinely looking forward to :)
We announced Primal Dread, the next DLC for Brotato! 🥔🦖
So its dinosaurs. But what's better than dinosaurs? Mecha and mutant dinosaurs of course!
Coming in 2026.
Wishlist the DLC now on Steam: https://t.co/tdsd9WNgMM
#iiishowcase
Last night, our first game The Rogue Prince of Persia won Best First Game at the French video game awards.🥹
Huge thanks to our players. Your feedback (including the very honest reviews) helped us make the game better and somehow end up on stage.
We’re not buying a trophy shelf just yet… but if @AcademieJV ever considers creating a “Best Second Game” award for next time, hopefully we’ll have a shot at that one too.
(Btw, the game is 60% off right now. Just saying... 🙄)
Yup, we're working on a new Castlevania game.
Thanks to KONAMI, & with Motion Twin's friendly advice, the franchise will be going back to its roots with what we hope to be the best whip traversal & combat ever seen in a 2D action-adventure game!
Noooo pressure...
https://t.co/3pjGdwYnFq
Experimental "No Graphics API" path tracer
- PTX to instruct the GPU. No OpenGL, VK, DX (no graphics api)
- No tris/verts, only planes
- Bindless, raw pointers to scene data
Maintainability 1 out of 10, but I do enjoy breaking free of graphics APIs and their paradigms.
100 000 Steam reviews, no other potato ever did it before! 🙌
Congratulations to @blobfgames for their hard work. We can say with confidence, we are responsible for like 35 reviews out of 100k.
And thank you to the community for loving the game so much. More things to come, hope you’ll like what we are baking 🥔
We refuse to accept it's not 2010 anymore, so we made a Wii commercial instead of a Switch one...
The Rogue Prince of Persia is coming to Switch™ on December 16th!
#TheRoguePrinceOfPersia#Switch2#PrinceOfPersia
Watch our lead developer explain how RTS pathfinding and crowd simulation work together - and why it’s one of the hardest problems in real-time strategy games.
Find out how Age of Empires 4 simplifies pathfinding, where StarCraft 2’s crowd sim still struggles, and how we’re solving all of it in ZeroSpace.
If you’ve wondered why your army sometimes just gives up, or why great unit movement feels so good, this is for you.
Finished work on directional light shadows (for now!).
This took a while because I didn't implement "normal" cascaded shadow maps (via frustum slices) but rather world-space cascades that are updated in chunks as the camera moves, and incrementally when the scene changes.
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It is nonsense to suggest you can’t write any app, of any complexity, in C. I do find a light level of C++ beneficial for many larger projects, but it can also go tragically wrong.
Sometimes, specific language features can be transformative valuable, but not nearly as often as language advocates think, and there is value in writing to an “elder language”.
Terrain3D 1.0 has been released! Fully supporting #GodotEngine 4.4. We've reached "production ready" after 10 public releases over 1.5 years, with the help of over 30 contributors. This release comes with new features like... 🧵
everything we’ve been told about aging may be wrong
scientists just discovered that the “biological clock” tracking your aging isn’t actually controlling it, it’s just reporting the damage.
the real driver of aging are permanent dna mutations
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That's pretty much what game devs are doing. Not pushing to production of course, but pushing directly to dev and everybody in the team gets the fixes immediately. If something breaks somebody fixes it in 15 minutes and pushes the first. Always moving forward.