
Dev @infiniteflight - Airplane pilot - Guitar/Bass/Drums - Cats - Robots. Opinions are my own. Side projects: OpenXR on MacOS, OpenDBC and many other ones.
France
Joined June 2009
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I am happy to release OpenBlood2 v0.3.1, the first official version of the recreation of the game Blood 2: The Chosen! Look at the changelog and download the builds for your favorite OS.
github.com/demonixis/OpenBlo…
OpenBlood2 v0.5.0 is out!
- 3rd person mode (C key by default)
- Aspect ratio fix for large screen
- Nightmare Add-on supported!
- Many crashes and bug fixes
github.com/demonixis/OpenBlo…
Yannick Comte retweeted
welcome, 60k Microsoft folks, to the worst job market of our lifetime. May the odds be ever in your favor
Recent Layoff Announcements:
1. US Government: 307,000 employees
2. UPS: 78,000 employees
3. Amazon: 30,000 employees
4. Intel: 25,000 employees
5. Nissan: 20,000 employees
6. Nestle: 16,000 employees
7. Microsoft: 15,000 employees
8. Bosch: 13,000 employees
9. Dell: 12,000 employees
10. Verizon: 13,000 employees
11. Accenture: 11,000 employees
12. Ford: 11,000 employees
13. Novo Nordisk: 9,000 employees
14. Microsoft: 7,000 employees
15 PwC: 5,600 employees
16. Salesforce: 4,000 employees
17. IBM: 2,700 employees
18. American Airlines: 2,700 employees
19. Paramount: 2,000 employees
20. Target: 1,800 employees
21. General Motors: 1,500 employees
22. Applied Materials: 1,444 employees
23. Kroger: 1,000 employees
24. Meta: 1,000 employees
AI is officially replacing jobs at mass scale in the US.
Where will all of these people go?
Hey OpenBlood2 community :-)
I received many feedbacks from v0.4.0, and I'm already working on v0.5.0 with many improvements. Stay tuned for more news about OpenBlood2
The public github repo is here github.com/demonixis/open-db…, builds are coming next week for every supported platforms. It's time to code again, like it's 2000.
Now that OpenBlood2 is released, even if I've soooo many things to do on it (shogo, multi, fun consoles), it's time to release another product: Open-DBC aka Open Dark Basic Classic/Pro.
The repo is clean, everything works, I've even added VR support (Yeah I know). I'm finalizing stuff on the CI and I'll release it to the public, finally.
Even if AI helped a lot for that, it's not made to be used by AI. It's an old tool, to code like before, old stuff, with an ugly language, with an old syntaxe. It's very niche you know. I made it for me first (like OpenBlood2), but I hope old school gamedev will love it too <3
It's a love letter to garage gamedev in the 2000's
That's why the web is NOT the platform for games like that. On the technical side it's interesting, but for players, it's not.
Cyberpunk 2077 is now running directly in a web browser.
An unofficial fan project has recreated the game for the browser using WebGPU and WebAssembly. Unlike cloud gaming, the game is processed on your own device not streamed from a server.
It can run on some PCs and even certain Android devices
The project is still experimental, with long loading times and issues such as freezes or missing audio reported by some users.
This not an official CD Projekt RED port, they likely will shut it down soon
Now that OpenBlood2 is released, even if I've soooo many things to do on it (shogo, multi, fun consoles), it's time to release another product: Open-DBC aka Open Dark Basic Classic/Pro.
The repo is clean, everything works, I've even added VR support (Yeah I know). I'm finalizing stuff on the CI and I'll release it to the public, finally.
Even if AI helped a lot for that, it's not made to be used by AI. It's an old tool, to code like before, old stuff, with an ugly language, with an old syntaxe. It's very niche you know. I made it for me first (like OpenBlood2), but I hope old school gamedev will love it too <3
It's a love letter to garage gamedev in the 2000's
Coming in v0.5.0 third person mode! (not enabled in VR for now)
OpenBlood2 0.4.0 is out github.com/demonixis/OpenBlo…
- Almost all VFX + realtime lighting for some of them
- Many fixes
- Graphics options (fullscreen, vsync, etc.)
OpenBlood2 0.4.0 is out github.com/demonixis/OpenBlo…
- Almost all VFX + realtime lighting for some of them
- Many fixes
- Graphics options (fullscreen, vsync, etc.)
Are you kidding me 😱😱😱
So just when you thought I must be out of crazy shit to share with you that the homebrew scene has gotten running on the Sega Dreamcast... @cypress577422 over here gets freaking WORLD OF WARCRAFT ported to DC!
So here's a few minutes of footage spliced together of him questing ONLINE with a buddy, playing WoW the way it was always intended to be played... on a Sayga Dreamcast!
What you can immediately see is... yeah, it's fully playable, and even runs surprisingly well for a new port. He's gotten the entire game fitting onto two discs, minus removed or inaccessible content (such as GM island), with all abilities and classes working!
Yeah, the textures on the ground especially look pretty low resolution, but funnily enough, right after I was sent these captures, Cypress drastically improved their quality in the next build... because Bruce gave him a bunch of shit over the ground looking blurry in Discord. So that part has already been addressed. 🤣
Some other details about the port include:
1) Custom content for the Dreamcast: pets, mounts, recipes and quests (I've literally seen dude walking around with a Chu Chu Rocket mag from PSO, lmao).
2) Backported the arena 1v1s, 2v2s, and 3v3s from future expansions with their maps and it works in tandem with the vanilla PvP systems.
3) 2X exp until level 20, when it gets reduced.
Be sure to give @cypress577422 a follow to show your support for his epic work!
Yannick Comte retweeted
I always thought it was a shame that modest default stack setups made alloca() a generally-frowned-upon technique in C/C++. With 64 bit architectures, give every stack a virtual address space equal to the physical memory by default!
You can do a surprisingly good job of memory management with just the stack, and I contend that it has both correctness and performance advantages.
Allocations are a trivial pointer adjustment, and frees are literally free. Keeping everything linearly packed is friendlier for all layers of the cache hierarchy, and it makes keeping everything in huge / gigantic pages easy.
Leaving temporary intermediate blocks on the stack can seem wasteful, but unless you are dealing with algorithms that make > O(n) temporary allocations, it is usually not a big deal.
Static analysis can check if you store a stack pointer into a structure deeper in the stack, which is a use-after-free, and then memory management correctness is guaranteed.
The discipline of caller-allocates-return is awkward in some dynamic cases. It would take a change in low level calling conventions, but you could plausibly have functions that return with the stack extended from where it was when they were called. I’m not holding my breath for that.
It isn’t obvious if having AI coding agents makes discussions of software architecture more or less important!
Yannick Comte retweeted
Agree with John heavily here. Stack can meet most of your memory allocation needs. It's a shame that stack can't support alloca for return values, without 2x call pattern (ask for size first), which is messy. Languages should offer syntactic sugar for this under the hood.
I always thought it was a shame that modest default stack setups made alloca() a generally-frowned-upon technique in C/C++. With 64 bit architectures, give every stack a virtual address space equal to the physical memory by default!
You can do a surprisingly good job of memory management with just the stack, and I contend that it has both correctness and performance advantages.
Allocations are a trivial pointer adjustment, and frees are literally free. Keeping everything linearly packed is friendlier for all layers of the cache hierarchy, and it makes keeping everything in huge / gigantic pages easy.
Leaving temporary intermediate blocks on the stack can seem wasteful, but unless you are dealing with algorithms that make > O(n) temporary allocations, it is usually not a big deal.
Static analysis can check if you store a stack pointer into a structure deeper in the stack, which is a use-after-free, and then memory management correctness is guaranteed.
The discipline of caller-allocates-return is awkward in some dynamic cases. It would take a change in low level calling conventions, but you could plausibly have functions that return with the stack extended from where it was when they were called. I’m not holding my breath for that.
It isn’t obvious if having AI coding agents makes discussions of software architecture more or less important!
Some OpenBlood2 screenshots with the enhanced renderer + the post processing stack on (HDR, Tonemapping, GTAO, Bloom, SSR). We need a true HQ PBR mod now. Just imagine how nice it would look with that. In the worst case, it takes less than 4ms on my Macbook Air M5 GPU with everything in high.
Yannick Comte retweeted
I’m at Unreal Fest Shanghai right now.
They just announced that keeping Blueprint support is NOT one of their requirements for early versions of UE6 anymore and support might already be completely removed right at the beginning.























