Ibrahim

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Ibrahim

Ibrahim

@_x019_

#programmer #3dartist #gamedev

0xCAFEBABEB105F00D Katılım Ocak 2012
203 Takip Edilen56 Takipçiler
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Ibrahim
Ibrahim@_x019_·
Pure C + DirectX11. Custom engine. Playable ARPG demo. Built most of it with AI-assisted workflows, fast iteration, step by step. Compile + launch in ~3 seconds ~400 FPS full scenes / ~1000 FPS low enemies Just finished core combat loop (melee + ranged enemies, FX, audio). Shipping a demo very soon.
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Ibrahim
Ibrahim@_x019_·
@OlexGameDev i wrote almost 3 tiny "engines" with it, it is insane. 1 shotted entire gameplay statemachine.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
I wonder if I find AI more useful than most because I have been using the same AI for 3 years on the same project and it has gotten well trained on my methods and the project. I don’t use it to code though but it is great at bug fixing and conceptual discussion. For example, fixing Vulkan validation issues was such a pain pre AI.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
@_x019_ Oh, no, it is still definitely a massive bonus. Games are complex that often you have to be in a specific world state to test an idea, so restarting and getting back into that state can take longer than the build time.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
I love having my own game tech and not using some game engine out there. I recently got a mid-range laptop under $1300 and my game is absolutely flying on it with raytracing at 2k resolution with RTX 5060. This laptop's screen is 165hz, which my game easily achieves. (And this is a Debug build!)
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Ibrahim
Ibrahim@_x019_·
@OlexGameDev i personally feel like if compilation is this fast, hot reload is usually not worth it
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
@_x019_ Cost start on a laptop 3 seconds. Follow up is 2 seconds. I measure that on every game start and put it on the top bar in ImGui. For hot compilation I use Live++ and that depends on what specific file I hot reload.
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Ibrahim
Ibrahim@_x019_·
I think Unreal Engine users are massively underestimating the potential of Verse while simultaneously overestimating the advantages of Blueprints. There's also a growing misconception that Verse exists primarily because it's easier for LLMs to generate text than Blueprint graphs. That's simply not true. 1. Visual scripting is not inherently superior to text-based programming Visual scripting can reduce typing, but it doesn't remove the need to understand programming fundamentals. If you don't know what variables, loops, functions, state, or control flow are, a node graph won't magically solve that problem. We've seen this cycle many times before. Every few years, a new "no-code" or "visual programming" solution is promoted as the future of software development, yet text-based programming continues to dominate large-scale software because it scales better. That said, node-based systems excel in domain-specific workflows. Houdini, Unreal's Material Editor, shader graphs, behavior trees, and similar tools are fantastic examples where visual representations provide genuine advantages. 2. Verse was not created for LLM agents LLMs can already generate and modify Blueprint graphs today through Unreal's C++ and Python APIs. MCP simply provides a cleaner interface for tool usage. It does not unlock some previously impossible capability. An AI agent can create nodes, connect pins, modify properties, compile Blueprints, and iterate just as it can write text files. The idea that Verse was created specifically for AI agents is historically inaccurate. UEFN and Verse were in development long before the recent explosion of LLM-powered coding tools. Verse exists because Epic is trying to solve problems around scalability, concurrency, networking, determinism, persistence, and large-scale multiplayer experiences, not because AI models prefer text over graphs.
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Ibrahim
Ibrahim@_x019_·
@__roycohen are you trying to refactor 18 septillion lines of code in one shot?
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Roy
Roy@__roycohen·
I keep relearning that AI cannot refactor code, and you should keep starting over from 0.
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Ibrahim
Ibrahim@_x019_·
@aherys I'm so happy they're killing it its absolute garbage
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Aherys
Aherys@aherys·
i'm the only one happy to see blueprint dropped ? It's garbage, only usefull to iterate or very small scripts, Not easier to learn than a scripting language, Garbage to for extensibility/maintenance, Garbage for readibility. The only advantage is... this is shiny for beginner because less scary than a line of code. Yeah... ok.
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Ibrahim
Ibrahim@_x019_·
@RobertJALA I really hope they kill blueprints for good. If Verse hot reloads à la Unity C#, it would be absolutely goated in tandem with C++.
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Robert Aldridge
Robert Aldridge@RobertJALA·
Blueprints are being deprecated in a future version of unreal engine 6 with zero plans to support visual scripting #unrealfest
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Ibrahim
Ibrahim@_x019_·
@jonathan_wilke GUIs make hard tasks easy. Terminals make impossible tasks possible.
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Jonathan Wilke
Jonathan Wilke@jonathan_wilke·
I don't get the hype around CLI coding tools like Claude Code. Human-computer interaction evolved past the terminal 30 years ago for a reason. UIs won. Why are we regressing?
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Ibrahim
Ibrahim@_x019_·
@ChShersh What are the most helpful C++ features to you when it comes to memory management. Do you have zero segfaults?
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Dmitrii Kovanikov
Dmitrii Kovanikov@ChShersh·
Just spent 8 hours writing C++ non-stop. AMA
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Ibrahim
Ibrahim@_x019_·
I do not use AI for art because it is soulless but only for code and I guide it to generate C code in my exact style. This lets me to extremely aggressive refactoring and exploration. The coding aspect for me doesn't feel like its actually piracy, I'm just writing very boring C code.
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Casey Muratori
Casey Muratori@cmuratori·
For people using AI in commercial game development: I'd be interested in hearing the best arguments as to why you think people should pay for the resulting game instead of pirating it. Concisely, if you pirated the inputs, why shouldn't they pirate the output?
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Ibrahim
Ibrahim@_x019_·
@Rosebud_AI the only thing it killed is your intelligence
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Rosebud AI
Rosebud AI@Rosebud_AI·
Fable 5 killed 3D character animators. Your simplified game dev tech stack: prompt → Hunyuan3D/Meshy/Tripo (glb) glb → Claude (rig + skin weights + animation clips) Claude → prompts and edits the game code itself (localhost) localhost → Rosebud (manage the assets, edit, and host via public link)
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LaurieWired
LaurieWired@lauriewired·
keith and I are ready to watch the C++ documentary premiere

 (noon PST today) are you?
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Internal test game created by a single (senior) developer in 5 days using our new tools and engine. Uses WASM mini-engine (ECS, rendering, animations and physics). 100% AI generated assets using our new asset pipeline. Custom character controller. Slop or not?
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kache
kache@yacineMTB·
LLMs are still so laughably bad at programming
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