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I just published my first article on @handmade_net on how to write better (game) libraries.
Thanks to @cmuratori and everyone else for the feedback.
Check out the article here:
handmade.network/wiki/7138-h…
Does any AI agent tool like @opencode have a way to do a "partial compact"?
Agent does task 1 from a todolist, I test it and it's buggy so we talk to fix it. I would like to continue task 2 in the same convo and compact just the portion of the chat about fixing the task 1 code.
Been watching the development of this game on youtube for almost a decade, so cool to see it realized now
Luca retweeted
Introducing: Order of the Sinking Star, coming to PC in 2026!
Experience this massive narrative puzzle adventure featuring more than one thousand hand-crafted puzzles that will put your intellect to the test 🧩
Wishlist Now on Steam > bit.ly/4pu8nDG #TheGameAwards #VideoGames
Luca retweeted
Blog post: Bypassing the branch predictor
In this post I talk about what you can do when the branch predictor is optimizing a code path that is not performance-critical, instead of one that is, and thus *pessimizing* your program instead of *optimizing* it.
Luca retweeted
Blog post: Getting rid of unwanted branches with __builtin_unreachable()
In this post I describe a way of exploiting input constraints with __builtin_unreachable(), with the goal of eliminating unwanted code paths and reducing the machine code size of specific functions.
This seems fine to me, weird how many people hate it. I prefer having a single return at the end, tho one exception I sometimes make is for preconditions where i just have an if statement at the very start that returns.
Replying to @rfleury
The reason I prefer this over early returns is because I can guarantee that each top-level scope in the function is hit for all cases. I can always set breakpoints and reliably know they'll be hit. I can add universal features for all calls, even if they don't hit all branches.
After many years I finally got iOS development working well thru cmake. I hope to do a writeup on this soon because it's so useful for game devs who wanna use C++ and target multiple platforms including mobile.
One thing I like about C/C++ is that there is a much nicer middle ground.
I use plenty of libraries made by other people and they help tremendously, but there's like 20-30 of them not millions, way less noise and complications that way.
Hi @Dark_Somnium, I sent you a dm on twitter, check it out when you can.
Are there any C libraries for tweening like tweeny (github.com/mobius3/tweeny) or UniversalTweenEngine (github.com/AurelienRibon/uni…)?
I feel like it would be so useful but I can't find any.
Luca retweeted
Two-faced PS5, anyone? 🔴⚫️
@ColorWare will give 1 random person who follows and RTs this tweet a PS5 slim in whatever colors they want for free! Good luck 😈
Luca retweeted
I’m going to do a 🧵 about making retro-style games in C/C++, and also about getting them to run in a browser.
Luca retweeted
I know you all were deeply worried about this, so we restored Windows XP support in SDL3: github.com/libsdl-org/SDL/pu…
Luca retweeted
MSVC-generated PDBs retain large amounts of old debug info from prior builds, causing them to grow bigger and bigger every time you build your project:
computerenhance.com/p/msvc-p…
Luca retweeted
Related: a common way to take a desktop screenshot from Win32 apps is to send the Print Screen key, wait a bit, read the buffer.
This is even documented on MSDN:
learn.microsoft.com/en-us/wi…
The whole unity drama might turn out to be a positive if we see a revival of small handmade indie game engines.
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I approve of Unity trying to revive handmade engines
youtu.be/LlPOn0nAOeo



























