what should I say, I love it :) really looking forward what you will include and work on! the small things make me loving it like the cursor motion animation and so on... and btw, thanks for releasing the source code so that we can take a look how you develop things :)
07.10.2025 06:59 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
would it be possible to get a peek into what you had? I'm asking not because of commercial stuff, but for demoscene-64k stuff something like that is always good to have ;) will you delete it forever or keep some historical stuff (with a big label "not maintained and no support!")?
21.09.2025 19:59 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
thanks for your really detailed writeup, I'm enjoying all the technical details. Only doing the merges into my own projects are "not funny" but I understand the need from your side and we want to have progress to never features ;)
19.08.2025 10:45 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
I'm updating my toy project slowly to the new release: is there an advantage to combine index- and vertexbuffer into one buffer (besides having only one buffer instead of two)? mostly talking about static stuff, dynamic might be better to have two buffers to be able to update them better (I guess)
27.05.2025 09:56 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
The Deadlock Empire
Slay dragons, learn
concurrency! Play the cunning Scheduler, exploit flawed
programs and defeat the armies of the Parallel Wizard.
you know deadlockempire.github.io, do you? but honestly:use a premade library and never ever do mutex-stuff on your own, because sooner or later (mostly sooner) you will search for things like "works most of the time" or "sometimes failes".some time ago I was the one who had to search for these.
22.05.2025 20:16 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
great game, congrats! any idea if and what will be the next tutorial? do you take proposals?
13.05.2025 09:42 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
thank you for your really great article. funnily I needed exactly this 2 weeks ago when I did a toy-implementation of monte-carlo game trees (which is still not working, but one of my errors was selecting always 50%). I'm looking forward to more articles like this :)
09.05.2025 07:05 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
which programming language? I once had fun with c-json-libraries that could only handle utf8, but create buffer over-/underflows with utf16/utf32 because the needed memory was calculated wrong.
10.03.2025 15:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
nice, I think what could help is some pointer how to debug your drawing-code (renderdoc!) because usually debugging shaders and states is really finky without proper tooling...
28.01.2025 21:32 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
doin' source control stuff at ersc.io
Laszlo 'vincenzo' Vincze aka. StrayBoom
Music, sound design, cars, demoscene, chiptune, funk and jazz, in no particular order.
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Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
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Previously: technical fellow at Roblox
meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau
https://github.com/zeux
https://zeux.io
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Activision, previously at Unity, Bungie, AMD/ATI
all opinions my own.
Real-Time Rendering Enthusiast. But let's be honest - all rendering. and some ML.
Creator of Danmaku Unlimited 1, 2, 3 and creating more
video games
๐ czar @ yoyogigames
๐ HW @ playstation
ยท interested in perf stuff, custom engines
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ยท previously at that's no moon, nvidia, netflix, disney and pixar
That guy who makes visual essays about software at https://samwho.dev.
Developer Educator @ ngrok.com. Want to pair on something ngrok related? Let's do it! https://cal.com/samwho/workhours
He/him.
Senior Rendering Programmer at Sony Santa Monica Studio
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๐ https://www.jendrikillner.com
Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer. https://theorangeduck.com/
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March 10-14 2025
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Principal Game Engine Architect at Huawei. Previously: Senior Graphics Engineer at Unity, Research Scientist at Fraunhofer, Tech-Priest at Cult Mechanicus.
https://tobias-franke.eu/
#pixelart and #lofi enthusiast obsessing over small games with big pixels. Made #picoCAD and a long time ago Icy Tower.
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Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Inventor of things.
Previously: cofounder Beeper.com, partner @ycombinator, founder @pebble
Tech Director at Assemble Tech Ltd. with a fondness for shiny graphics and good engineering.
Formerly Activision Central Tech & Bizarre Creations.
he/him
shadertoy.com/user/P_Malin
https://blog.mousefingers.com/
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Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
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coder at Melon
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๐ Technical speaker, Creative coder, Size Optimizer, Demoscene artist on the web, Atari and pico8
๐ Principal Software Engineer, Test Automation lead at Microsoft