@winden@BartWronsk @EricLasota @perjonaslund@Atrix256 Ooh this was a long time ago - probably in 1996-1997... Integer overflow is rarely seen as a feature these days :)
After ~1.5 years of R&D, we finally have a CI solution for our UE4-based game project that I'm happy with.
Jenkins, declarative config, GCE, on-demand agents, safe to expose to the Internet, 100% open source.
Article: https://t.co/BuyNoFEOHU
Source: https://t.co/OWOOhE3zKB
We are looking for a sysadmin/DevOps person to join us at Fall Damage. Do you want to work in a video games company, with internal services (that don't magically break during weekends) - interested? DM me or apply directly.
https://t.co/NdfkeDE8QW
We are looking at ways to decouple UI and gameplay logic in Unreal applications. Still early days, still lots to try. Do you have tips & experiences to share? Want to work on topics like these? We may have a spot for you!
https://t.co/naEqomUyV6
We have begun to build Unreal Engine installed builds using GitHub Actions. Having a branch-compatible, fork-compatible build system for the engine code is nice.
Details: https://t.co/7ElxriFEz1
Oh - and we are hiring! -> https://t.co/qcYBG6ItAn
@richgel999@IonSwitz Sorry, I don't know -- I was mostly working on the ill-fated PS2 version (we implemented a deferred renderer with most features, but never got good enough performance out of it). Wish I could help but I'm not in contact with the right people any more :(
@IonSwitz@richgel999 Hoo boy, that was a long time ago. Here is a partial credits list for the GameCube version: https://t.co/YVw0Gzn7FQ
Code: Måns Vestin (lead programmer) is missing. Also, content creators? The storyline and levels were reworked for the GameCube version.
I took some time to performance profile the small Google Cloud-based build system we use for our Unity projects.
Results here: https://t.co/iXVlmXnLAe
Slightly surprised that adding extra vCPUs helped so little.
@vilcans The above should work well when start-stopping VMs.
For on-demand running of containers - say, on k8s - there are some problems I don't know how to solve; how to scale down to 0 (not just down to 1), how to handle incremental builds well, and how to avoid unnecessary data xfer.
@vilcans Ideally I'd like all the build steps to be run within Docker containers (yes, including Windows app steps). Upgrade build tools = switch container.
I'd do incremental builds by having state directly on the host fs or within a mounted volume, rather than within the same container.
@vilcans We used the 2nd seat of our personal licenses, and did seat activation via the commandline ( https://t.co/UJKjAkqWHI ) + seat deactivation via the web portal. We never found a good way to treat build machines in a disposable manner.
The fifth blog post about the tech behind TBL's Eon is up. This time, it is about drawing subpixel-precise lines with the Amiga Blitter: https://t.co/PvQQseIrgB