RJF // @dgtlgrove // Making RAD Debugger at @radgametools in @epicgames (opinions my own)

USA
Joined November 2016
Left: From-scratch debug build, launching target, and stepping with RADDBG. Right: Launching target & stepping with Visual Studio 2022.
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Ryan Fleury retweeted
First Blick development blog post by @falk_moritz, if you're wondering how fast and resource efficient immediate mode UI can be for desktop applications, you can read about it here!
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The problem isn’t LLMs
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Ryan Fleury retweeted
Replying to @rfleury
honestly I recommend any dev to try reverse engineering their own (small) binaries at least once! try writing a really simple program in C, and then do it again in rust. drop it in ghidra, use a model / mcp / whatever to churn away at it, and watch how different (or not!) the decompilation is from the original source code. you'll be surprised how it looks...especially rust (lol)
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"Nice riots"?! These riots don't sound too nice to me!
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ASM -> C ≠ C -> LLMs
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🚨 BREAKING: Texas Instruments declares HUMANS THE BOTTLENECK when doing calculations on the TI-84
Anthropic’s report is basically saying humans are the bottleneck. “Amid this model-driven acceleration, human attention is a constant bottleneck. Claude sessions amount to around 80% idly waiting for human input. As one engineer put it, people are “bottlenecking the agents.”
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🚨 EXCLUSIVE: Dixon Ticonderoga declares ARTISTS THE BOTTLENECK when sketching with their No. 2 pencils
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Ryan Fleury retweeted
AI slop. Almost everything is mislabeled or wrong. Allow me to explain...
If you are new to procedural generation within game dev, here is a great starting point on how to leverage noise!
Readers added context they thought people might want to know
This infographic is AI-generated and mislabels several noise functions and their visual outputs. The post author acknowledged the graphic was generated by AI: x.com/slashskill_/st… A breakdown of the inaccuracies is detailed here: x.com/XorDev/status/…
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There are more artifacts from a process than just a final product, including the effect of the process on the creator. This is even observable within the product itself.
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Ryan Fleury retweeted
When I was initially designing The Witness, the goal was to make it the smallest and densest open world we could, for this exact reason. (At a time when devs were still bragging about ever-bigger open worlds.) xitter.cf/FunkyStrong69/status/2…
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I finished the @SinkingStarGame demo, and I only have a single critique, because it is absolutely bloody fantastic. There are far too many tutorials and spoilers. Of course, the game isn't done, so some of these may be made more implicit, or conveyed through gameplay rather than talking at the player eventually, but this stuff really has to go. It immediately and unavoidably robbed me of the chance to explore the world, and figure out how things work on my own.
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Ryan Fleury retweeted
Retro Preservation
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Ryan Fleury retweeted
Developers
We need a slang term for developers who write code without AI. What are we calling them?
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Let’s go!!!
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I'm not sure who needs to hear this, but this is how long a modern program should take to launch, and how much memory it should be using
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This is actually still too slow, but unfortunately I am largely stalled by D3D11CreateDevice and initial DirectWrite glyph rasterization. But it makes 99.99% of all programs look unimaginably slow, and that is just really embarrassing.
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You can also zoom an entire panel subtree.
Panel zooms: temporarily move a panel to occupy a full window without destructively modifying your layout!
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Framebuffer alignment btw
Replying to @rfleury
Case in point... something is wrong with my RDP code! (Works fine on A3D/M64/Ares/etc.)
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