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Ves Georgiev
2.2K posts

Ves Georgiev
@VesCodes
makin’ games n stuff // prev: core tech lead @BULKHEAD
Nottingham, UK Katılım Şubat 2012
741 Takip Edilen1.4K Takipçiler

@_Jambax my new favourite is the “update on close” experience(tm) from vs2026. loved having to recompile unreal like 3 times!
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@SebAaltonen yeah, that’s why i was curious how your webgpu implementation emulates support for that kind of api - would you be able to share?
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@VesCodes You don't. Our API has persistent mapping only on Metal and Vulkan native builds. WebGPU uses a different internal code path. This is one of the WebGPU limitations.
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@EddieMakesGames i first saw them exactly 10 years ago from yesterday at the o2!
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The new locomotor stuff in #UE5 can produce some hilarious results lol
Tutorial here👇
dev.epicgames.com/community/lear…
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@HowardPhilpott Special shoutout to a certain creative director for crashing not one but TWO transport choppers right at the end 😂 Definitely helped Valkyra take the win.
Class session today, GG’s! 🙌
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Insane studio playtest. Valkyra last minute comeback vs Lonestar with chaos in the hotzone 🔥
Attempted to put on a show with some trickshots for Joe's stream but failed miserably 😆
Still a way to go before closed playtests and EA but WARDOGS really coming together now
Joe Brammer@Brammflakes
I have spent the last 8 hours in hospital with a poorly toddler! However, in the bed next to us was a kid who loves FPS games! I had to watch today’s 100 player dev tests for work, so he watched with me and asked a lot of questions 😂. First ever @WARDOGS live stream
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@Reg__ probably will see some auxiliary adoption to an extent. there’s been some work in the last couple years leaning into constexpr to reduce template overhead, introducing concepts for some core functionality, etc. so it’s not outlandish but i’d expect some caution
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@Reg__ terrifying to hear stuff like “we don’t know what we can do with it yet” (~36min). like it’s so bizarre that all this stuff is being designed in a purely theoretical bubble? arguably i skipped thru most of the video since it’s so drawn out…
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youtube.com/watch?v=7z9NNr… "Reflection: C++’s Decade-Defining Rocket Engine" - a very interesting talk. With all my skepticism about C++ I got excited. Herb Sutter is so passionate about it! Do you think it can replace the custom C++ preprocessing (UHT) in Unreal Engine?

YouTube
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@GhislainGir i did a dirty PoC aaages ago that stored snapshots of various state on interval and the rewind played back a video while rolling back to snapshot
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@ocornut there’s a lot lacking with webgpu, especially feature parity wise with modern gfx apis, but i find the people working on it are very receptive of feedback and seem to genuinely care. case in point, they saw this tweet github.com/webgpu-native/…
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today i walked nine miles and i had a pulled pork sandwich with chips for dinner <3




rly cool girl@hikingshawty
today i walked thirteen miles and i had pizza for dinner 🍕
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@Jonathan_Blow the next update prompt will require you to pump more co2 into the atmosphere to dismiss it
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@FFmpeg @SebAaltonen you could be a bit less antagonistic, but i guess that doesn’t pull as many impressions right
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@SebAaltonen We have no mandatory dependencies apart from a C compiler and (optionally) an assembler.
Please let us know how we can be more "minimalistic"
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Quick to complain, but not quick to contribute.
git log --author="Aaltonen"
[blank]
Sebastian Aaltonen@SebAaltonen
@AgileJebrim @mike64_t Yeah. Video codecs are such a massive code bloat. Integrating these encoder/decoder libs in your project is a lot of work, and their compile times are massive. Their core compression loops are properly vectorized, but the rest of the ecosystem is not optimal at all.
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@OutoftheboxP horde supports automatic agent pool scaling on aws that works great for this exact usecase. covered briefly in docs here github.com/EpicGames/Unre…
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All the talks and chats at Unreal Fest compelled me to give UBA a try. And it was great!
Allowing developers to distribute compile jobs to Horde Agent feels like a step forward, but I wanted something more demand-based.
After sinking more time than I am willing to admit into this, I finally got something!
A CLI (currently in the process of converting to an Unreal plugin) can monitor the UBT output to find out the number of compile jobs you need and then calculate how many EC2 instances it should spawn to connect to your local UBA server.
No more requirement to have agents already running or to run Horde, just extra compute power when you need it.

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@cmuratori @Jonathan_Blow @T0bi__0 @rfleury @Kknewkles @WeatherCogno could be able to hook up WASM debugging with chrome devtools protocol if something like this works out
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@Jonathan_Blow @T0bi__0 @rfleury @Kknewkles @WeatherCogno Actually, now that I think of it, it would also be possible to have an "interpreter API" for raddbg that would allow you to just put "yields" into your interpreter that say "hey raddbg I am at this source line right now" and it returns "pause" if it wants you to, etc...
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dear imgui 1.92 released!
github.com/ocornut/imgui/…
New protocol for backends to create/update textures, with support for 13 renderers. Dynamic font scaling. Dozens of font/atlas related changes. Dozens of other changes. Expect some turbulence.
(misc video from January...)
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@AionDev @ocornut Hey Sammy, give me a ping when you do! Have staged an update for my UE plugin to support the new texture protocol but waiting to see how it fits in with NetImgui :) github.com/VesCodes/ImGui…
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@ocornut @nafonsopt i’m really looking forward to that! would be a big benefit for my UE backend - actually have considered merging it with the docking branch myself but put it off as it might become painful for users that modify the plugin
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@nafonsopt I think it could be part of upcoming few releases. Please post in thread that you are using it, quite helpful to know people are using it. It’s up to date and rebased regularly (just did it earlier) and running test suite on it
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