Programmmer @ iRacing

Denmark
Joined February 2009
What Tim is doing with this case is a laudable public service. Whatever your opinion of Epic, bringing this and the Apple cases to trial should be commended. We will all benefit greatly if Epic prevails, and we are no worse off if they do not. Epic is a major player across all relevant consumer platforms. If all they were interested in was making more money on iPhone and Android, I am certain they could have taken the easy road and negotiated a special contract for Fortnite on one or both of these platforms. This would have been much cheaper for Epic, put Epic in a more profitable position, and left all their competitors (and the rest of us developers) at a comparative disadvantage. This would surely have been the best move for Epic as a for-profit company. Instead, Epic altruistically took the hard road by forcing the tying behavior of Apple and Google to become the subject of major appellate-destined antitrust court cases. If either reached the Supreme Court, it would result in the first full ruling on the Sherman and Clayton acts as they apply to exclusive device-specific stores like the App Store and Google Play. Previously, we've only had Apple v. Pepper, which was narrowly about Illinois Brick (en.wikipedia.org/wiki/Illino…). The disposition of that case at the time it reached SCOTUS meant that the court was not being asked to rule on the kinds of questions that are present in Epic's cases. As a result, to this day, we still do not know how US antitrust law applies to devices nominally owned by consumers but controlled post-sale by their manufacturers via embedded technological restrictions. Epic's cases are our current best hope for finding out what our rights are as developers and as consumers. This US Law Minute was brought to you by Casey's predisposition to study US law in his spare time for no real reason.
Epic v Google antitrust trial begins Monday morning. See y’all on the other side! nytimes.com/2023/11/05/busin…
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Jonas Meyer retweeted
We’ve just released an exciting preview Agility SDK which introduces Work Graphs, a way to enable more GPU autonomy by allowing shaders to dynamically generate additional shader workloads! This release also includes Wave Matrix and accelerated AV1 Encoding devblogs.microsoft.com/direc…
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People ask me once in a while about Braid, Anniversary Edition. It's still in development and will (finally!) come out, around the end of this year or the beginning of next year. And we're hiring someone to help finish up all the commentary and general content wrangling! Initial work includes: Adding visual markups to levels that are synced with commentary playback. Generating graphical assets that serve as illustrations for the commentary. Syncing up subtitle text to audio, editing it to read nicely. Doing whatever else helps make the commentary engaging. Work is to be done in the game's built-in editor, plus text files, plus whatever image editing tool you prefer. Contract or full-time work arrangements are both okay. Remote work is fine. I am looking for someone who is very productive and able to hit the ground running, since the timeline is short! Those with game industry experience are greatly preferred. DM me with a CV or other evidence that you would be productive in this role. Thanks.
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If you know you know.. Thank you kind stranger❤️
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I did a Tools Talk back in 2019, but finally got around to sharing. And yes, we're hiring Tools Lead, Programmers and Designers..
Guerrilla's Studio and Technical Director @MvdLeeuwGG talks about developing tools and technologies for growing projects, and the detail of aspects of our own Decima Engine guerrilla-games.com/read/mak… We are hiring! Check out the openings in our Tools team in the thread below 🧵👇
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Hugh Malan from @Guerrilla will share the techniques used to render the water in #HorizonForbiddenWest in advances.realtimerendering.c…
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The PSO (shader pipeline state object) design was a mistake. PSO should only include state that is REQUIRED to emit the low level shader code. All other render state should be in a separate object. It's a major PITA to create a new PSO for every state permutation.
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I wrote up how I made the most beautiful 1D puzzle-game even more beautiful (through careful application of begging and dithering) pixelmager.github.io/linelig…
Thanks to @pixelmager, Linelight now renders SUPER GOOD on Android! #GoodbyeBanding Seriously, it looks so good I wanna rub my face on it
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Jonas Meyer retweeted
NFT people absolutely cannot comprehend where i'm coming from, fundamentally do not understand that the very phrase "digital asset" fills me with revulsion
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Hey you! Do you like visibility buffers? Compute shaders? Want to fill your G-buffer while rasterizing your shadows? Then come along to GDC and hear me talk about the deferred texturing system we use to accelerate our foliage in Horizon Forbidden West :-) shorturl.at/gmtwG
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Jonas Meyer retweeted
How do you create an authentic world filled with adventure, culture, and opportunity? We dive deep into the world of #HorizonForbiddenWest on the PlayStation Blog today! 🏹 Read more here: play.st/3kY54W0
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State of Play returns Thursday, May 27 with an extensive look at Horizon Forbidden West gameplay: play.st/34iQ2Bk
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This thread gives you the best moments of a presentation held by climate scientist Professor Will Steffen, held in Australia in June 2018. You should really watch this as he finds exceptionally clear words to describe the urgency of our situation. #ClimateCrisis [THREAD 1/13]
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Annoucing today that Rabbids Coding, our new game to learn the basics of programming, is available for FREE, starting today. Download it on Uplay (PC). #Ubisoft #KeysToLearn #UbisoftMontreal #coding #programming businesswire.com/news/home/2…
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Replying to @icannotaim
Battle Rap! Let’s go! They call me Timinem.
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as shown by @piers_daniell at #khronos #siggraph2019 bof, we are reworking device-generated-commands with other khronos members: preliminary stress test 1M drawcalls with a bunch of bindings in 0.367 ms (18 ms render time), 6 threads took 8.7 ms (22 ms render time).
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We are super excited to announce HITMAN 2, the next game from IO Interactive and the next installment in the Hitman franchise. Read more here: ioi.dk/hitman2-announcement/
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I don't disagree with the premise, but zero-cost abstractions often have a non-zero cost: cognitive, compilation/link time, executable bloat, debugger stepping, -o0 performance etc. These are real concerns that need to be taken seriously.
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Jonas Meyer retweeted
rip stephen hawking, a brilliant mind and deliverer of sick burns
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