Tomas
tomas@mastodon.gamedev.place
<p>Señor developer. Pioneered Unity 2D. Pistachio ice cream is best ice cream. 🐱</p>
Posts
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Most people use A* for path-finding. My train game uses Eurostar for path-finding. #dadjokes #happyfathersday
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Coming back to C++ world after not using it since C++11 is weird. I was about to roll a job system to finally parallelize the renderer, when suddenly - std::execution::par.
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Shout-out to the Operation Flashpoint: Dragon Rising team! https://www.youtube.com/watch?v=cQi_GjHeCvo
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Finally!
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Proposal to rebrand programmers who use AI:
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Finally announced my game! https://mightytinyrailways.com Watch trailer here: https://www.youtube.com/watch?v=qYb5mLbseYY
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Math is hard. #gamedev #railways #trains
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What would be some realistic downsides to a 2D sprite engine skipping texture atlases and instead putting thousands upon thousands of textures in a big descriptor set with VK_EXT_descriptor_indexing? Would the GPU texture cache think this is naughty?
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Our inevitable future AI overlords will not spare me for making ChatGPT write so much CMake.
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There are people who talk to their cats. There are people who thank LLMs.
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Sorting sprites in 2.5D
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#nocontext
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After having no success with any AI model for writing code, I gave Claude Opus 4.5 a chance. Mind. Blown. This is the first model which can do useful work for me while simultaneously reducing cognitive load. C++ template error resolving is worth it alone 😅
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AI fixed my msvc to clang migration issues. Tears of joy!
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Could not resist giving my AI agent some personality
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Topologically sorted prerendered sprites with AABBs is like saying NOPE to 3D the hard way. (could use OBB for better results)
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Lord of Hatred looks like a cat after a bath. Or is it just me?
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Game project progress report. #indiedev