We ran a randomized controlled trial to see how much AI coding tools speed up experienced open-source developers.
The results surprised us: Developers thought they were 20% faster with AI tools, but they were actually 19% slower when they had access to AI than when they didn't.
10.07.2025 19:46 β π 6911 π 3025 π¬ 107 π 623
2008: "You can't trust everything that's on wikipedia"
2025: "Wikipedia is the last bastion of pure truth online."
here's how to have your own personal copy of wikipedia while it still persists.
15.03.2025 20:10 β π 726 π 288 π¬ 17 π 9
14.01.2025 02:20 β π 189 π 30 π¬ 3 π 1
I think the "safe" version of your original example would be:
Vec myVec;
int index = 2;
float v;
memcpy(&v, ((const char*)&myVec) + index * sizeof(float), sizeof(float))
return v;
But like, no on wants to write code like that...
16.11.2024 07:32 β π 0 π 0 π¬ 0 π 0
I think it's probably fixed if you add "-fno-strict-aliasing".
Personally, I think it's too dangerous to build C++ with strict aliasing on. Too much code that potentially breaks. The workarounds to make said code defined behavior is usually quite obnoxious.
16.11.2024 07:26 β π 1 π 0 π¬ 1 π 0
Other notable things include a custom voxel editor, controlled entirely by gamepad. I wrote it mainly because I got annoyed with limitations of MagickaVoxel and having to use keyboard+mouse all the time.
23.10.2024 19:33 β π 3 π 0 π¬ 0 π 0
GitHub - PetorSFZ/sfz_tech: skipifzero technologies, core libraries, game engines, graphics apis, etc
skipifzero technologies, core libraries, game engines, graphics apis, etc - PetorSFZ/sfz_tech
The voxel project is written mostly from scratch. C++, D3D12. All rendering is done through raytracing in compute shaders, the only rasterization is the UI.
I'm using a custom immediate mode UI lib and gpu library which I have written myself:
github.com/PetorSFZ/sfz...
23.10.2024 19:32 β π 3 π 0 π¬ 1 π 0
Hi everyone!
I'm a professional AAA game developer at day, and working on a voxel game project at night as a hobby.
Some (old) screenshots from my voxel project
23.10.2024 19:22 β π 21 π 0 π¬ 3 π 0
Making Voxile: Help us create (or destroy π) ray traced voxel worlds where you explore, loot, and fight your way to the top.
Early Access now available on Steam!
Play Nowβ‘οΈ voxraygames.short.gy/Voxile
Discordβ‘οΈ https://discord.gg/tCpnp8XRs2
Math & Art Videos.
* https://youtube.com/Inigo_Quilez
* https://iquilezles.org
Created Shadertoy, Pixar's Wondermoss, Quill, and more.
Working on RenderDoc (https://github.com/baldurk/renderdoc) a PC graphics debugger.
For general tech help/support: http://discord.gg/jE6deAhjCM. For order inquiries, respond to your order confirmation e-mail. This is account is fun and games π€‘
Retired tech-nerd. Unicyclist, kiteboarder, juggler, hiker, plays tennis and pickleball, advocates for pedestrian/cyclist safety. Windows ETW expert. LGBTQ supporter. Vancouver, BC
he/him
https://randomascii.wordpress.com/
The Temporal Company: Everything Better Than 60Hzβ’
Time dimension on displays: Hz-GtG-MPRT-blurs-motion-lag-VRR-framerate-GSYNC-FreeSync-tearing-frametime-24p-48p-120Hz-240Hz-360Hz-480Hz-1000Hz...
Display researcher. Creator of TestUFO.com Motion Tests.
Programmer. Worked on Unity game engine 2006-2021. Now working on Blender. Primarily over at mastodon.gamedev.place/@aras
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; Β½ of Pounce Light, Β½ making sense Β½ the time; he/him; π¦
Building a new renderer at HypeHype. Former principal engineer at Unity and Ubisoft. Opinions are my own.
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
Home of the Game Boy (Advance) homebrew development scene. We're working on (open) development tools, documentation and digital preservation. https://gbdev.io https://gbadev.net
I created Box2D. I enjoy all kinds of programming, but specialize in physics and animation. I work in Unreal for my day job (like everyone else). C/C++ and whatever Claude spits out for me. https://box2d.org/
Senior Rendering Programmer at Sony Santa Monica Studio
π· http://instagram.com/jendrikillner/
π https://www.jendrikillner.com
Handcrafted game programming and custom game engines.
https://innercomputing.com
Sokol, Chips, Oryol, Nebula Device, Drakensang (1+2+Online), Project Nomads, Urban Assault, and more (https://www.mobygames.com/person/117426/andre-wei%C3%9Fflog/credits/)
https://github.com/floooh/
@floooh@mastodon.gamedev.place
Solo game developer, VR enthusiast. Developing LambdaMod, a free and open source multiplayer game with VR support
Follow for updates on the development of the ambitious A Hat in Time fan project, (Code named) PROJECT A.
Engineering Fellow at Epic Games. Author of Nanite.