anton mikhailov

5.6K posts

anton mikhailov

anton mikhailov

@antovsky

Principal scientist at Adobe, co-creator of PSVR & PS Move, spatial tools programmer on Dreams and Substance 3D Modeler, alife enjoyer 🌱

Visual Studio Katılım Ocak 2011
491 Takip Edilen2.9K Takipçiler
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anton mikhailov
anton mikhailov@antovsky·
I've made a live calculator to easily play with computations, formulas and plots. youtube.com/watch?v=zIYxNQ… Builds for Windows / Linux / Mac in thread.
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Mo
Mo@atmoio·
I was a 10x engineer. Now I'm useless.
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Multiple Systems
Multiple Systems@PLT_cheater·
@antovsky @seanparsons @atmoio This is not how mental addiction works. You would be very wise to read up on that. The pattern you described can easily put you in WORSE addiction than before.
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anton mikhailov
anton mikhailov@antovsky·
@atmoio @jake_researcher It's not the same people. My theory is that if you were handed a lead/management/pm promotion for 10x the "impact", some people would take it, and others wouldn't. That's likely the split (it's a personal decision either way, no right or wrong answer here).
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Mo
Mo@atmoio·
@jake_researcher but the best engineers used to also deeply love the work they did. can you love AI delegation? certainly some might. but it may not be the same people
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anton mikhailov
anton mikhailov@antovsky·
@MrJayLC Yep, that's exactly what we discuss on one of the podcast episodes 👍 It's a good way to make custom datastructures of all sorts.
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John
John@MrJayLC·
@antovsky A thought on team Fat Struct: the Thing_Ref (tm), could it not be used to basically represent another data structure (intrusive list, tree, etc)? While the underlying data is sequential (with holes) and readily available to loop over like a normal array. Composite ftw?
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anton mikhailov
anton mikhailov@antovsky·
Gonna stream some Naut development today at 5PM PST (link below). On the agenda: [!] 56-3(4) bug [ ] Don't run when out of focus [ ] Investigate "dead input" [ ] hex is capped to 4 bytes? [ ] Make a "help" menu? [ ] Revisit hex syntax? + Whatever else comes up on stream?
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anton mikhailov
anton mikhailov@antovsky·
This seems perfectly sensible to me! FatStruct should be a starting point. If you want to chunk it up though, no harm in that imo! It's more that I think chunking up ahead of time is not that helpful (just like guessing any kind of usage is often not helpful), just listen to the code instead.
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𝓨𝓸.𝓷𝓸𝓸𝓽𝓼
Same. ECS seemed cool and all "back in the day", and I do like the fat structs approach beautifully explained by @antovsky on Łukasz's podcast (@wookash_podcast), but I ended up with fat structs and a few fat components factored out of them. I like to update my Transforms, Bounds, Animations, Script, etc., in simple external loops that don't really touch the entity, solely because I can more easily make sense of the logic faster. You could say I've "C++'ed" the fat struct idea by splitting it into big objects, but not full-on ECS (id + small "objects" + complicated systems). 😅
Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦@OlexGameDev

I am expanding the functionality of the Animation component even more. It's probably the most complex component I have in my C++ game with ECS. Or is it now an ECS with huge fat structs? Some advise to skip ECS and just have a huge entity/thing. I can see the benefit of that but at the same time my components are already mighty big and fat. Combining them into even larger structs might break my brain.

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John
John@MrJayLC·
@antovsky Excuse me, what is this Mr. Anton???
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Andrea Intg.
Andrea Intg.@andreintg·
I have a folder on my desktop named "useless photos" full of stuff like this.
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inigo quilez
inigo quilez@iquilezles·
@SheriefFYI I think this is common knowledge, pretty non-controversial. Feel free to make it an interview question to sieve folks who haven't learnt this yet. One better option than nanonseconds is using 252,000 ticks per second. See why: iquilezles.org/articles/ticks/
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anton mikhailov
anton mikhailov@antovsky·
@knexator @wookash_podcast I use both personally. In the Naut parser, I use the latter, because for AST's there are so many different types and permutations, that keeping it "abstract" means less code in practice. But for gameplay I tend to do the former because the uses are more concrete ("equip hat" etc)
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knexator
knexator@knexator·
@wookash_podcast @antovsky For example, having a "thing_idx Hat; thing_idx HoldingWeapon;" for Players, vs implictly assuming that a Player will always have two children, a Hat and a HoldingWeapon, in that order.
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Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
Here is @antovsky walking me through a Dreams-like State Management known by many names and using couple of concepts (intrusive lists, slot maps, fat struct) I had no idea, that by putting pointers into elements, you can make everything be running based off an array, preserving parent-child, and sibling relationships! It was illuminating! We coined yet another term, Large Arrays of Things™. Do NOT confuse this with Entity Component System! @antovsky thank you!
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anton mikhailov
anton mikhailov@antovsky·
Yeah this is definitely where I'd start. If you have so many entities that it's getting unruly, you can split it up further or organize into functions/files etc. Ultimately the code has to be somewhere, so whether you do this or do something else, it doesn't matter too much (and so might as well do the simple thing imo)
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Jor04
Jor04@Jor04_·
@wookash_podcast @antovsky Great talk @antovsky I would like to ask a question. would this roughly be how everything is updated or is there a more complex way that you would do updates? when making games I notice certain entity types really need their own logic and not some generic "move" function
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Greg Samek
Greg Samek@GregSamek·
@wookash_podcast @antovsky @antovsky iirc Dreams used a double buffer, correct? Was it worthwhile to reorder Things™ when copying over to the new buffer? e.g. in the intrusive list case, adjacent siblings would even further reduce hopping around memory
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anton mikhailov
anton mikhailov@antovsky·
@denis_maxim0v Not at the moment. But maybe one day! (not opposed to it, just don't want to manage it that way atm)
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Denis
Denis@denis_maxim0v·
@antovsky cool stuff, any plans to open source it?
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anton mikhailov
anton mikhailov@antovsky·
Gonna do some impromptu streaming of Naut codin' at 5PM PST today, drop by if you're interested how the innards of the calculator work :) twitch.tv/antovsky
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Valentin Ignatev
Valentin Ignatev@valigo·
@antovsky yoooo! Just make sure not to stream at 1440p - twitch is dumb and recently region-locked this, so your stream will appear broken in like 80% of the world where they made it unavailable!
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Manoj Kumar
Manoj Kumar@manojdotdev·
are you able to write code in Notepad ?
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