
RJF // @dgtlgrove // Making RAD Debugger at @radgametools in @epicgames (opinions my own)
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Joined November 2016
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Left: From-scratch debug build, launching target, and stepping with RADDBG.
Right: Launching target & stepping with Visual Studio 2022.
Ryan Fleury retweeted
First Blick development blog post by @falk_moritz, if you're wondering how fast and resource efficient immediate mode UI can be for desktop applications, you can read about it here!
A look under the hood of Blick. @falk_moritz shares how our UI renderer works and some of the decisions that shaped it. blickeditor.com/blog/caching…
Ryan Fleury retweeted
Replying to @rfleury
honestly I recommend any dev to try reverse engineering their own (small) binaries at least once!
try writing a really simple program in C, and then do it again in rust.
drop it in ghidra, use a model / mcp / whatever to churn away at it, and watch how different (or not!) the decompilation is from the original source code. you'll be surprised how it looks...especially rust (lol)
🚨 BREAKING: Texas Instruments declares HUMANS THE BOTTLENECK when doing calculations on the TI-84
AI slop. Almost everything is mislabeled or wrong.
Allow me to explain...
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
The chart is AI-generated and contains multiple mislabeled/inaccurate depictions of noise functions (e.g. base Perlin/Simplex visuals show layered patterns; Billow/Hybrid are variants or nonstandard).
en.wikipedia.org/wiki/Perlin_no…
en.wikipedia.org/wiki/Simplex_n…
en.wikipedia.org/wiki/Worley_no…
mini.gmshaders.com/p/gm-shaders-m…
x.com/slashskill_/st… (author reply)
There are more artifacts from a process than just a final product, including the effect of the process on the creator. This is even observable within the product itself.
Ryan Fleury retweeted
When I was initially designing The Witness, the goal was to make it the smallest and densest open world we could, for this exact reason. (At a time when devs were still bragging about ever-bigger open worlds.)
xitter.cf/FunkyStrong69/status/2…
Ryan Fleury retweeted
I finished the @SinkingStarGame demo, and I only have a single critique, because it is absolutely bloody fantastic.
There are far too many tutorials and spoilers.
Of course, the game isn't done, so some of these may be made more implicit, or conveyed through gameplay rather than talking at the player eventually, but this stuff really has to go.
It immediately and unavoidably robbed me of the chance to explore the world, and figure out how things work on my own.
I'm not sure who needs to hear this, but this is how long a modern program should take to launch, and how much memory it should be using
Framebuffer alignment btw
Replying to @rfleury
Case in point... something is wrong with my RDP code! (Works fine on A3D/M64/Ares/etc.)






















