
Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus) https://xitter.cf/t.co/BmiRmrEyxK
Vienna, Austria
Joined May 2012
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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.
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.
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.
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
Stefan Reinalter retweeted
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! 👇️
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
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.
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.
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.
Replying to @FreyaHolmer @TimSweeneyEpic
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.
Stefan Reinalter retweeted
This is by far the coolest "Lego Ideas" pitch I've ever seen: ideas.lego.com/product-ideas…
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.
smartcdn.gprod.postmedia.dig…
What a perfect drawing.
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
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
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'."
Stefan Reinalter retweeted
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.
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
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…
































