@julienbarnoin@mastodon.gamedev.place
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julienbarnoin

@julienbarnoin@mastodon.gamedev.place

Independent maker of games.
Cofounder of current game studio, Berry & Cloud.
Working on Bioplanet Kamaryn, a game with a new Vulkan based GPU-centric engine. Expect weird things.

I support free software and the #FSF and planning to release the game's source as #GPL while also selling it on the usual platforms.

I'm from #France but living in my secret base somewhere remote in #Quebec.

Previous work: EA (Army of Two series), cofounder of Minority Media (Papo & Yo, many more).

This profile is from a federated server and may be incomplete. Browse more on the original instance.

dougbinks, to random
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Optimizing compute output buffer write pattern. What could go wrong?

julienbarnoin,
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@dougbinks Good enough, ship it. Don't be a perfectionist.

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Hearing that Recall is exclusive to Copilot+ machines with NPUs is a an extremely good reason to never buy a Copilot+ machine with NPU

julienbarnoin,
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@sinbad @lritter It would certainly not take 3 years to get "used to" Linux these days, especially not for a programmer. I personally found it liberating from day one. I encourage you to take the plunge.
As for myself, I gained most of my Linux proficiency in two weeks back in about 2002. I spent it following the Linux From Scratch book, compiling to a fully functional desktop. A lot of that time was spent waiting for my crusty old Athlon to compile.
Everything made a lot more sense after that.

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@sinbad I'm curious what about UE is worse on Linux in your experience?
I had issues with Unity initially, but UE seemed fine.
I've done lots of contract work for Windows shops on both Unreal and Unity in the past few years and it was all quite workable 99% from Linux.

I did keep a dual boot to Windows available just to double check an issue wasn't OS specific once in a while. Didn't use it often, and when I did suspect and check 90% of the time it behaved the same.

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@sinbad @lritter Ok, let me look that up.

https://affinitytool.com/

Mmh... No, it seems like these should work regardless of what OS you use on your computer 😅

julienbarnoin, to ai
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There's so much discussion of what Microsoft's latest AI blunder of a feature will do and why it's bad, that I genuinely have no idea what it's even trying to sell as a positive for users. All I'm reading is "Recall is going to record everything you've ever done".

Aren't they at least trying to cover it up with some cool use case to lure some people into trying it? If so they've embarrassingly failed to market it.

julienbarnoin,
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Or maybe they just don't care about enticing users any longer and figure they can just force feed it to them instead of convincing them, and people will just take it.

sinbad, to random
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I'm not a fan of using video for everything, but even when I do watch YouTube tutorials, what is it with these people that just basically talk over doing the thing, without ever explaining WHY they're doing the thing? They never seem to cover the conceptual framework for why you'd choose to do it that way, or how any of the pieces fit together. It's like they're trying to teach you a magic ritual that you should just regurgitate, rather than teaching you the meaning behind it

julienbarnoin,
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@sinbad @crussel That's not careful enough though. Really great developers periodically get hit by buses on purpose to make sure these measures are working in practice.

julienbarnoin, to programming
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I'd like to suggest that anyone who says Copilot saves them time is an indication that they're not doing their job, ie accepted the code without taking the time to think through each line and its implications.

To properly review code, you have to consider for each variable, each expression, whether it's appropriate, how it interacts with the rest of the program, etc.

Since you didn't author the code I'd say this should take more time than if you wrote it yourself.

julienbarnoin, to security
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Being able to remotely lock a phone you don't have credentials for using just a phone number? What could possibly go wrong?

https://www.wired.com/story/android-15-theft-detection-lock/

julienbarnoin, to programming
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Nowadays terminals and other text views can get rendered with GPU acceleration support, like the kitty terminal that I use.

🤔 That means we could get bloom, chromatic aberration, distortion, depth of field and other post process effects into our terminals, what are we waiting for?

jake4480, to random
@jake4480@c.im avatar

Revolutionary new Google feature 'Web' (hidden under the 'More' tab) shows just links to web pages (can you even imagine) 😂 https://www.404media.co/google-search-web-filter-ai-overview

julienbarnoin,
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@jake4480 What's a Web Page? Is it a new Facebook alternative?

julienbarnoin, to gamedev
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Getting more interesting now, though still not exactly perfect, but it's pretty neat to play with. It's quite heavy performance wise though, I'll have to see if I can get this down to a reasonable cost while retaining the fun.

Gameplay of Bioplanet Kamaryn with a character getting pushed around as water gushes out of a hole. The water particles come together with a blobby texture.

julienbarnoin, to gamedev
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sinbad, to unrealengine
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I'm investigating the best way to analyse a (Win64, C++, ) minidump these days. Rider doesn't do it (barring .Net), which is a shame. WinDbg is super unfriendly and I hate it. VS works quite well, but I'd rather not rely on it - I only really use the compilers as a back-end these days so don't pay for it.

I feel like a new debug tool was discussed around here recently but I can't remember it for the life of me what it was called or whether it was suited to minidump analysis. Any tips?

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@sinbad Not particularly a Microsoftie but I don't think you have to pay for Visual Studio for this use case, Visual Studio Community Edition would work fine last I checked*, unless that's not an option for you because of some limitations in the license?

*Admittedly, a while ago

julienbarnoin, to programming
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Not many people know about bleh debugging.
It's a technique I use when I want to check whether a certain piece of code is being compiled at all, such as if it's been ifdef'd out.

It works by inserting the following keyword in the piece of code you're looking at:

bleh

This is a special word that triggers an error in compilers of all programming languages, resulting in a message like "error: 'bleh' undeclared" if the code gets compiled. If not, the code is compiled out.

netbsd, to random
@netbsd@mastodon.sdf.org avatar

New development policy: code generated by a large language model or similar technology (e.g. ChatGPT, GitHub Copilot) is presumed to be tainted (i.e. of unclear copyright, not fitting NetBSD's licensing goals) and cannot be committed to NetBSD.

https://www.NetBSD.org/developers/commit-guidelines.html

julienbarnoin,
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@andrei @netbsd I have a hard time believing that it would help much. In my experience, actually typing the code and getting the syntax right and whatnot is hardly what takes time, you can type pretty much as fast as an LLM can generate tokens once you know what you want.

The part that actually takes time is understanding the needs correctly, reasoning about a possible solution and its impacts, reflecting on all possible edge cases, etc. No LLM can replace humans at that part.

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

julienbarnoin,
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@aras @BartWronski If all my gross hacks were removed there wouldn't be much left of my work 😅

demofox, to random
@demofox@mastodon.gamedev.place avatar

hey @acegikmo , the ML people have learned about splines. You could make an ML paper now if you wanted, i think 😆
https://www.youtube.com/watch?v=CkCijaXqAOM

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@demofox @acegikmo
"To do that, they use something called... SPLINES !"

Oof, got to sit down to take this in.

Mind Blown

julienbarnoin, to cpp
@julienbarnoin@mastodon.gamedev.place avatar

All this time I've been using the return value of snprintf as the number of characters actually written, when it's in fact the number of characters that would be written if the max size passed in were large enough.

In fact: "If the resulting string would be longer than n-1 characters, the remaining characters are discarded and not stored, but counted for the value returned by the function."

BRB, got a bunch of files to go back over... 😓

#c

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@gfxstrand Oh boy... now you have me worried 😬

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@gfxstrand This programming thing was supposed to be easy, 25 years on I still can't do it properly 😑

julienbarnoin,
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@gfxstrand Good to know, will definitely be checking that.
Of course to be sure I should check the behaviour on Windows 11, Windows 10... Windows 8.1, Windows 8... Windows XP, 2000... Windows Me, no just kidding on that last one.

jake4480, to random
@jake4480@c.im avatar

Starting to see the ai-generated item descriptions on eBay listings and they're weeeeird. They're like these overly wordy crappy little technical manuals 😂

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@jake4480 It does seem that AI generated text tends to be longer and more repetitive than human written text for the same thing, since it's cheap to produce more and didn't take extra effort to the person making it crank out more and makes them feel more productive.

Saving some time for one producer, wasting a lot of time to a whole bunch of readers. Great.

julienbarnoin,
@julienbarnoin@mastodon.gamedev.place avatar

@jake4480 And since it tends to be inconsistent I waste even more time, going back to the previous paragraph thinking "Wait, what? didn't it just say the opposite earlier?"

julienbarnoin, to programming
@julienbarnoin@mastodon.gamedev.place avatar

Sometimes when tweaking things that are very sensitive, such as audio generation or physics systems, I just play around with parameters for a while, sometimes getting cool results, sometimes screwing up, quickly saving and testing as I go.

Then I feel like going back to something I had earlier, but it's hard to reproduce it. I don't have a great solution for that yet, maybe I should just have a mode where I commit every save to git or something?
Does anyone else do that?

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