Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus) https://xitter.cf/t.co/BmiRmrEyxK

Vienna, Austria
Joined May 2012
Dear Squeaks, Thank you giving us 2 more days for saying our goodbyes. Thank you for 10 years of your companionship, your affection, and your love. You were such a kind and gentle soul. Know that we loved you every single step of our way together. You will be dearly missed.
9
2
136
25,167
Stefan Reinalter retweeted
Radical Pie handles equations brilliantly but still needs Word for a document's main text. That comes with annoying problems that will never be fixed. For years, I've dreamt of writing the whole word processor with the same level of craftmanship, and now that is going to happen.
9
12
2
221
4,639
Stefan Reinalter retweeted
Dark fantasy & gothic vibes. Always my favourite to create.
5
38
422
8,053
I know I might sound like an old record, but why does undoing a change in a material take seconds? I don't care if it's 10 or 2. Why is the unit of measurement *seconds*? I will not stop pointing this out until developers everywhere understand how fast PCs are.
When I undo a change in a big material, it takes 10 seconds and the UI is frozen. This change reduces the wait to just 2 seconds.
7
5
138
6,610
Had one more yak to shave. I don't believe it can be made any faster than that. The first loading screen of the game comes up in less than 8ms now. It feels truly instant when starting the game from Windows Explorer. #ScreenshotSaturday #indiedev
5
2
45
2,640
It's happening, Enshrouded 1.0 just released on PC and PlayStation 5! 🎉 We can't wait to see how much you all enjoy it! And we've got the perfect thing to tide you over while it downloads. Check out the update highlights below! 👇️
127
257
56
1,645
120,845
Went ahead, downloaded a 200MB installer, launched the thing. Didn't feel like 50ms at all. Pulled out Superluminal of course, because Superluminal never lies. Turns out it's ~500ms, not 50ms. From RtlUserThreadStart to the first ZwUserShowWindow: 476ms.
Replying to @molecularmusing
we do care, and our window is up in 50ms. bottlenecks exist elsewhere, they will be taken care of soon
5
7
2
132
10,825
store.epicgames.com/news/epi… FFS. Have we truly forgotten how fast our machines are? 5.5s is not "a speedboat"! If you care about your craft, you can have a fully functional window up in 50ms, and a fully functional engine with ~1GB of assets loaded and ready in <1s. 5.5s ffs.
7
3
1
128
5,239
Thanks Sebastian for being one of the very few people who use AI and know what they're doing and talking about, instead of just blindly following what everybody else does. A genuinely rare treat to have such a conversation on this platform.
Agreed 100%. One shotting will never make any money. If you could make a hit game in 1-2 days, everybody would do that. Thus the bar raises. Somebody else is willing to spend a week. Somebody else a month. And you need human playtesting. AI doesn't know what feels fun to humans.
4
80
4,370
Maybe not for humanity, but definitely for the industry and creative arts as a whole. Instead of 20k games per year on Steam you'll get 200k games, all ripping off each other in slightly different ways. Not something to look forward to.
Sorry, but are you seriously suggesting that giving everyone the ability to create "AAA fidelity" games in minutes would be a bad thing for humanity? Seems like promoting accessibility and fighting gatekeeping only matters when the domain you work in is not personally involved.
34
27
2
531
12,983
This is by far the coolest "Lego Ideas" pitch I've ever seen: ideas.lego.com/product-ideas…
12
36
4
349
22,525
AI has become the Roy Kent of technology. "It's here, it's there, it's everyfuckingwhere - AAAIII, AAIIII". Difference being that I like Roy Kent.
1
5
892
smartcdn.gprod.postmedia.dig… What a perfect drawing.
1
4
19
775
Why is everybody so focused on "I had AI create thing X which already exists in various shapes and forms all over Github"? Make something new and innovative that doesn't exist yet. (Just picked Filip's post as an example, my timeline is full of similar stuff).
I just had AI make an editor and game engine with the following features: Clustered Forward+ rendering pipe GPU occlusion culling Jolt Physics All gameplay code in C# with proper hotreload Unreals navmesh generation and pathfinding In two evenings... Help... #AI #theendisnear
23
7
205
12,125
Stefan Reinalter retweeted
“My natural language processing engine which muxes arbitrary data from the Internet made a knockoff of things other people built and published for free!!”
Replying to @ankkala
Crazy how this happened after, and not a second before, a Linux graphical debugger codebase was MIT’d And no, he didn’t “make” anything
11
26
709
22,196
Stefan Reinalter retweeted
NAOMI KLIEIN to SAM ALTMAN: "...you ingested the entire written output of human civilization without consent, without compensation and without credit to build a system whose primary commercial application is eliminating the jobs of the people whose work you consumed. You are not 'liberating human creativity' -- you are strip-mining it and selling it back at a markup while calling the theft 'training data'."
129
6,742
246
26,514
756,558
Stefan Reinalter retweeted
Oh come on. Quick look at colorshift (13x faster): HashMap in hot loop (unoptimized Rust vibeslop) is slower than indexed arrays (ASM). No shit. Numbers like 17x should raise eyebrows but reading the comments nobody is thinking anymore. This AI psychosis has fried people's brains
5
85
6
1,874
46,240
Stefan Reinalter retweeted
Each surface emits smoke. So when you create ground and remove it later, you can see the outlines of what was there.
31
71
8
1,047
35,585
Stefan Reinalter retweeted
I'll work on anything but the actual game I set out to work on. Nature is still what I work on in the renderer and will be for quite some time it seems. Has been for the past 26 years or so. Screens this time with proper HDR conversion :) RT please if you like what you see
4
13
117
5,902
Stefan Reinalter retweeted
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations. GitHub stars and retweets appreciated! Project started 10 years ago; excited for the years to come! github.com/zeux/meshoptimize…
14
140
5
951
37,817