Dominique Boutin
4.5K posts

Dominique Boutin
@Dom3D
Love real-time 3D, game making and team building. German living in Ireland. Ex CTO at DIGIT. Ex VPoE at Scopely. Ex Head Of Tech at Bigpoint.
Dublin Beigetreten Nisan 2009
1K Folgt452 Follower
Dominique Boutin retweetet

“operating system kernel written in JavaScript.”
Never thought I’d see those words put together…
Nathan Flurry 🔩@NathanFlurry
available today
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Dominique Boutin retweetet
Dominique Boutin retweetet

My erosion filter is out! Video, blog post, and shader source.
It emulates erosion without simulation, so it's fast, GPU friendly, and trivial to generate in chunks.
Explainer video:
youtube.com/watch?v=r4V21_…
Companion blog post:
blog.runevision.com/2026/03/fast-a…
#ProcGen #vfx #GameDev

YouTube
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@SebAaltonen threejs also popular for 3d website effects. less so play canvas i think. that widens audience
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Dominique Boutin retweetet

Dominique Boutin retweetet

When Apple moved from Intel processors to its own ARM processors, we did not know how they would handle all the existing Intel software. Then Apple shocked me with its software solution (Rosetta) that could transparently translate x64 binaries to ARM binaries. You just picked your old program, compiled years ago for an old CPU, and it just ran at high speed on a totally different CPU.
It seemed to have inspired Intel.
One problem when deploying software binaries is that you do not know anything about the processors your clients are using. They could be old CPUs taken from a trash can or the very latest Intel CPU.
Thus, when you compile your code, you often target a generic CPU. The net result is that you are not using the fancy features of the newest CPUs. This is especially true under Windows where people have a wide range of systems.
That’s frustrating if you are Intel or AMD: you have these new CPUs with features that most software will not use.
This is an advantage for systems like game consoles: if you know from the get-go which processor to target, you can optimize better.
There are ways around this issue for developers: you can check at runtime for the processor type and then select optimal code. Compilers provide some of this functionality by default. For example, they may have different memory copy functions and switch at runtime depending on the detected system. But compilers can only do so much, and developers do not have a strong incentive to optimize their software for specific CPUs. Doing such runtime dispatching is a lot of work and it complicates testing, thus increasing costs.
To make matters worse, nobody will tune their software for processors that are not yet available. Thus, old software may not benefit from more advanced features on newer CPUs. Sure, the developer could recompile the code, but it takes time and money.
A secondary but important issue is that compilers are often not great at optimizing even when you tell them which processor to target specifically. It is a matter of incentives: why should Microsoft put a lot of effort into making a family of Intel processors shine?
So Intel created something called iBOT (Intel Binary Optimization Tool). It optimizes x64 binaries on the fly. For now, it only works on a few popular games and only for some specific processors.
@tomshardware has a great article on the topic where they report an 8% performance boost on average, which is quite impressive given that it comes for free if you are the user.
Of course, Intel picked the few games where their techniques worked. How this scales is unclear. Intel keeps making new processors and there is a lot of software around. It would have been more impressive had Intel boosted the performance of software generally. Still: the idea is intriguing.



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Dominique Boutin retweetet

Please write to your MEPs to oppose untargeted mass scanning of private communications (Chat Control). On March 11 Parliament voted 458-103 to limit scanning. Today they vote again (!!!) and those protections could be watered down. Act now: fightchatcontrol.eu
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So let's start from this post to tell you about my journey with the LLMs and the new Redis data structure I'm implementing right now. Vector Sets were hand-coded, this time I decided to use Claude/Codex as a helpers, and guess what? The work I had to do was huge. Thread:
Mario Zechner@badlogicgames
I'm usually not one to write thought pieces without much technical depth. But here we go. Slow the fuck down. mariozechner.at/posts/2026-03-…
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Dominique Boutin retweetet

It's experimental but it works well for common packages.
Try it:
GitHub: github.com/justrach/nanob…
or see what the command holds
curl -fsSL nanobrew.trilok.ai/install | bash
Would love feedback. Star it if you think package managers should also be this fast.
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@prime_31 @UnityCodeMonkey the bug exists - but you spots them more easily at unnatural extremes. my understanding is that this is not about playing through the game at 10 fps. anyways …
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@Dom3D @UnityCodeMonkey If your game works on your minimum spec your job is done. You aren’t spending your time well if you’re trying to fix bugs that won’t actually exist in the wild.
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PRO-TIP: Always test your game at low frame rates!
Just do: Application.targetFrameRate = 10; and try to play through your whole game. You will quickly catch bugs that you won't notice at 60FPS.
For example if you do a simple distance check to see if a Unit has reached a target position: transform.position += moveSpeed * Time.deltaTime; if (Vector3.Distance(transform.position, targetPosition) < reachedDistance) { }
That code might work perfectly at 60FPS because the Time.deltaTime is tiny, but at 10FPS since the Time.deltaTime is huge it might break if the unit never gets close enough to the target position.
So test your game at low frame rates to ensure it will work, even on low end machines.
This simple tip will save you a lot of headaches after release!

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@prime_31 @UnityCodeMonkey Extreme settings can make bugs more obvious.
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@UnityCodeMonkey If your game drops to 10 fps you messed something up in a gargantuan way. You do not need to waste your time playing through your game at 10 fps, that's ridiculous. Profile your game on min spec hardware and make sure you are always above 30 fps bare minimum.
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Dominique Boutin retweetet

Quaternius made Universal Animation Library 2, a collection of animations built around a shared humanoid rig for easier reuse across different engines and projects. 🎬
See the details: jettelly.com/blog/universal…
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Dominique Boutin retweetet

Launching Animation Studio
A full animation graph editor for ThreeJS games
You can directly use Codex chat inside the app to build the graph for you
Features:
- Graph editor
- Blendtrees
- State Machines
- Subgraphs
- Parameters
- Root Motion
- Bone Masks
- Additive Animations
Free and Open Source (MIT), enjoy
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Dominique Boutin retweetet

Johan Goossens has rewritten Balázs Jákó's ImGuiColorTextEdit text editor widget (which has been unmaintained for years and had various forks) and made a newer version, with many fancy features: github.com/goossens/ImGui…


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@sebify it can talk a lot of BS. Try: ‘use 10 agents to critically audit the codebase / recent changes’ or variations of it.
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Dominique Boutin retweetet

Introducing Radiant: 80+ production-ready shaders and visual effects for the web. 0 dependencies, MIT license.
- multiple color themes
- ultra-realistic simulations
- webgl and 2d canvas
Pick one, copy source, integrate, ship.
radiant-shaders.com
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