Dominik Susmel

11.7K posts

Dominik Susmel banner
Dominik Susmel

Dominik Susmel

@Keyframe

coder, artist, (retro) gamer by night - big, huge, giga data science by day

Zagreb, Croatia, Earth. Katılım Şubat 2008
1.2K Takip Edilen715 Takipçiler
Sabitlenmiş Tweet
Dominik Susmel
Dominik Susmel@Keyframe·
This is what all #SNES PAL games look like when on one pile
Dominik Susmel tweet media
English
1
1
17
0
pikuma.com
pikuma.com@pikuma·
Nice NeXT bundle on ebay right now. U$ 9K.
pikuma.com tweet media
English
18
23
402
12.4K
Dominik Susmel
Dominik Susmel@Keyframe·
unwrap_or_else in Rust sounds like a threat
English
0
0
1
38
Dominik Susmel
Dominik Susmel@Keyframe·
This movie is especially relevant in this day and age. Glad there's a bluray by @RarewavesCom
Dominik Susmel tweet media
English
0
0
0
56
Dominik Susmel
Dominik Susmel@Keyframe·
I thought "they" were supposed to work on Rust compilation time. It's as if it got worse somehow.
GIF
English
0
0
0
43
Dominik Susmel
Dominik Susmel@Keyframe·
I watched Spaceballs before I saw any of the Star Wars movies, so Spaceballs is canon to me. Can't wait for Spaceballs: The New One next year! #spaceballs
Dominik Susmel tweet media
English
0
0
0
59
Asger
Asger@asgerfv·
Even with the current state of AI, I still think WinDBG's Time Travel Debugging (TTD ) is the most time saving tech when reversing. Been using it for some years now, and I continue to be impressed by how my workflow has improved. 🤙
English
1
0
0
41
Dominik Susmel
Dominik Susmel@Keyframe·
@pikuma Thrustmaster F-16 FLCS was a match made in heaven to play Descent with!
English
0
0
1
59
pikuma.com
pikuma.com@pikuma·
Descent II is now 30 years old. Its 3D engine was one of the first to allow true 6-degrees-of-freedom movement in a fully textured polygon environment. The game was developed by Parallax Software as a sequel to the original Descent. What made Descent II impressive at the time was how smooth its 3D gameplay felt on mid-90s PCs (486s and early Pentiums). The programming required a mix of clever engine design, heavy optimization, and some unusual rendering techniques for the era. One of its most important design decisions was going with a "portal-based" rendering. Rather than rendering one giant 3D map, the engine used a segmented cube structure. The game world was built from connected convex segments (basically cubes or prisms), and each segment connected to others through portals (doorways). The engine only rendered segments visible through portals, instead of the entire level. That meant a huge reduction in geometry to draw each frame. If you want to learn how to code a software-based 3D engine with 90s games in mind, don't forget to check out our lectures on 3D Graphics Programming: pikuma.com/courses/learn-…
GIF
English
11
15
195
6.5K
Dominik Susmel retweetledi
360Genius🗣️
360Genius🗣️@_360Genius_·
world's only first-person sheet of paper
English
550
7.5K
81.3K
8.3M
Dominik Susmel
Dominik Susmel@Keyframe·
I made blender plugin for claude so claude knows how to blender.. jesus.
Dominik Susmel tweet media
English
0
0
0
144
pikuma.com
pikuma.com@pikuma·
I just found a picture of my actual books in someone else's Youtube video. 😂
pikuma.com tweet media
English
11
5
154
4.9K
Dominik Susmel
Dominik Susmel@Keyframe·
After financing millions of those retro gaming books projects and similar, I can safely say most of them are just shitty money grabs. Don't waste time on any, except maybe EGM compendium because it give you access to online archive.
English
0
0
0
40