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Ryan
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Ryan
@AugmentedRyan
A&R @metalblade | Mastering
Los Angeles, CA Katılım Temmuz 2010
4.7K Takip Edilen4.7K Takipçiler
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🗣️ SHIT YOURSELF IN THE PIT FOR ALL I CARE!
Come catch our set at @BLOODSTOCKFEST in a few weeks.
We play the Sophie stage on the Saturday.
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🚨⚠️BREAKING: According to @RepLuna, a formal UFO/UAP announcement is allegedly imminent.
According to Luna, the public will soon receive clear assurance that “the Phenomenon is real,” along with one additional factor she believes Americans need to understand.
This comes after months of escalating pressure. Congressional hearings, SCIF briefings, multiple UAP file releases, whistleblower-protection efforts, and claims involving recovered craft, biologics, advanced technology, and witnesses describing the Phenomenon in terms that may extend beyond a simple extraterrestrial framework.
The announcement itself has not happened yet, so caution is warranted.
But if Luna’s statement comes to fruition, this could mark a major shift from Disclosure through leaks and hearings to a direct public acknowledgment of the reality of the Phenomenon. #ufox #ufotwitter

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@BOLT__CATCHER @AugmentedRyan People love to dickride early barnes era corpse but imo this mid period around such releases at wretched spawn and bloodthirst was some of the most brutally technical stuff theyve done. Gets me riled up every time
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There are a few things that I look back on as my mistakes in the early days.
Quake was overly ambitious technically. We could have done all the great multiplayer and modding work inside a Doom++ engine, allowing the designers to work with a more stable base instead of rug-pulling everything out from underneath them a couple times. The follow up game could have then brought in full 6DOF environments and characters.
I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Quake was also where I really had to accept my personal limits. I was working pretty much as hard as humanly possible, and I was still slipping past my goal points.
On all of the founders’ shoulders, our original corporate stock arrangement and buy/sell agreement was a mistake, and resulted in bad incentives. We wanted to ensure that all ownership rested in the hands of people working hard on current projects, but the Silicon Valley standard approach of vesting stock would have worked out better.
One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
Sorry, Sandy.
Sandy Petersen 🪔@SandyofCthulhu
How Quake ruined id Software. There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with a free-wheeling, frenetic action game with enough of a visible world to grip the imagination. All the team did a brilliant job, fulfilling tasks just right. But at a grim cost. We worked long and hard, and I think it broke us spiritually. 1/3
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@AugmentedRyan I’m happy living my gay life. Seems like a straight guy problem.
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It takes 63 bits to represent the width of the known universe in Planck distances. I'm not saying we're actually IN a simulation, but if we are, it's probably running on 64-bit hardware ;-)
Martin Bauer@martinmbauer
The Planck length is not the Universe’s pixel size
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