Jeremy Laumon
@_plop_
lead engine saboteur @Guerrilla previously: engine lead/eye of sauron @Pastagames https://mastodon.gamedev.place/@jerem 🇨🇵🥖
Update! I have a custom handle now!
Looks like everyone is jumping ship today so I guess me too
You know what they say: those who can, do; those who can't... lead? 🤔 And on that note, it's time for a bio update!
uh oh not again
Adorable Adventures, ou la renaissance de Wild Sheep Studio Exit l’ambition XXL de Wild, bonjour : Adorable Adventures. Après avoir perdu la majeure partie de son effectif, le studio montpelliérain revient avec Boris, un petit marcassin. gamekult.com/actualite/ador…
@_plop_ Asset Cooker is awesome! Took me just a couple of hours to convert my BuildAll.bat to use asset cooker. Most of that time was figuring out how to handle a folder of sprites as input, with a single spritesheet as output. [1/n]
I wrote a blog post about some thoughts and experiments about the usage of memory arenas in C++: tcantenot.github.io/posts/memory_a…
Finally wrote a blog article about the use of USN journals in Asset Cooker! It even mentions Dark Souls. danglingpointers.com/post/asset-coo…
So you're telling me @KeenGamesStudio released production-grade Vulkan code? 👀 github.com/keengames/vulk…
Hey @sunitram I'm looking at the details of unordered_dense and I have a question: why use only 1 byte of hash fingerprint? Using 2 bytes doesn't help meaningfully? (2 bytes for the distance would be enough, no?)
I was wondering how much time Windows' "real time virus protection" was costing me when compiling. On my laptop, it's about 300 ms per cpp file.