Paul Velasquez

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Paul Velasquez

Paul Velasquez

@const_ptr

Passionate | Honest | Humble | OG game developer @ GBX | Father | Builder of things | Distributor of knowledge (gamedev, investing, health & fitness)

Texas, USA Katılım Mayıs 2017
451 Takip Edilen1.1K Takipçiler
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Paul Velasquez
Paul Velasquez@const_ptr·
Cleaning up usb stick for an Omarchy install and ran across the Python graphing tool I used to help a friend ship his personal project on PS4 and PS5 a few years ago. I wrote a separate Python script to process reports from the console. Like WinDirStat, but for your game's RAM.
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Paul Velasquez
Paul Velasquez@const_ptr·
@Jakob_Wahlberg We still use the term gone gold when the first build is accepted by a platform that has a certification process. There are some platform requirements with versioning, but you can adopt your preferred versioning practice.
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Jakob Wahlberg
Jakob Wahlberg@Jakob_Wahlberg·
I’ve worked with games around 15 years. I’m still a bit uncertain what ”gone gold” means. I’m also half convinced that people just make version numbers up.
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Paul Velasquez
Paul Velasquez@const_ptr·
If you experience what looks like a D3D12 crash when running the stock UE5 editor, it's likely related to the NNEDenoiser plug-in. Disable that and try again. Also, make sure to send crash report to @EpicGames @UnrealEngine so it shows up on their dashboards. #ue5 #gamedev
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Wabisabi Games
Wabisabi Games@GamesWabisabi·
Our game HYPERyuki Snowboard Syndicate will be featured in Day of the Devs at GDC! Both on the Sunday showcase and the pop up all week! Come play the demo!!! @PlayAcclaim
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Julien Flot
Julien Flot@Graphseo·
Arrêtez de payer pour Claude IA. L'IA de Mc Donald's est gratuite et répond à toutes les questions, même si elles ne sont pas sur le BIG MAC. :-) De rien.
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Paul Velasquez
Paul Velasquez@const_ptr·
@TotalBodyIQ Paint the stone and stain the wood before assembling…is this an AI video?
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TotalBodyIQ
TotalBodyIQ@TotalBodyIQ·
this concept is so beautiful
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Risk of Rain
Risk of Rain@RiskofRain·
The lessons of darkness and death are getting louder and harder to ignore. Introducing Hallowed Concepts, the next expansion for Risk of Rain 2. Fight through haunting new regions of Petrichor V, face horrific new enemies, and uncover powers never before possible. Wishlist: store.steampowered.com/app/3055670/
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Overdraw Games
Overdraw Games@OverdrawGames·
60 Frames per second. That's what gamers deserve when playing Resistance is Brutal. I'm pouring everything I have into making this game as performant as possible from the very beginning, even with 100s of enemies on screen at once. If you liked the chaos of vampire survivors, you'll love this. Please consider Wishlisting! It helps a lot. store.steampowered.com/app/3378140/
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Borderlands
Borderlands@Borderlands·
Play as a new Vault Hunter, C4SH, team up with the diesel dame herself, and knock some heads together in Story Pack 1: Mad Ellie and the Vault of the Damned. Available March 26, 2026 Wishlist Now 💥
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Immature
Immature@ImmatureGamer·
Epic just outlined new work on UEFN stability and iteration speed. The big target: cut iteration time in half by June. For creators this means: • Faster testing loops • Less waiting on builds • Quicker gameplay tweaks • Faster updates to live islands
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Paul Velasquez
Paul Velasquez@const_ptr·
@LincolnMargison @SquaredApe I see now, GDScript in Godot does a little of what you’re talking about but not exactly. I could see the usefulness of this as well, I would much prefer typing more code over dragging nodes, setting up input/output params, etc.
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Lincoln Margison - Game Development
Lincoln Margison - Game Development@LincolnMargison·
It would be limited to the same scope yeah, but there are advantages to code rather than extensive graphs. If you ever have to do some relatively simple math, it ends up being chaotic with 20 nodes interconnected. And scrolling through a large graph all connected up feels a lot less organised to me and less readable than text form. But by having the visual representation of nodes be human readable/writable code, you can swap between both as you please. And you could easily copy/share snippets of this from one project/BP to another or one person to another and it would be compatible with LLMs. I don't really see a huge advantage of having squares with wires connected, but there's a lot of benefits of BP so I feel like this would be an (optional) best of both, for people more into code/script than visual.
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Lincoln Margison - Game Development
Lincoln Margison - Game Development@LincolnMargison·
Yesterday I hypothesized about a Blueprint/C++ hybrid, and millions of people from around the world gathered to tell me about the existence of autocomplete. Made a quick mockup of what I was really picturing. In-editor code with the usability features of BP.
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Lincoln Margison - Game Development
Lincoln Margison - Game Development@LincolnMargison·
In Unreal Engine we've got C++ or Blueprints, is there some technical reason we can't have something in between? Written code, ~instant compile time, but done in engine, which maybe gets properly converted/compiled when packaging? Like.. blueprint is just text at the end of the day isn't it? you can copy and paste it, so underlying it is just script text. Could that not just be formatted in a normal code way, still with the context sensitive lookups and such in engine? You could even gamify it a bit kinda like nodes if you wanted, where instead of typing in things when calling a function you drag some references into it etc.
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Paul Velasquez
Paul Velasquez@const_ptr·
We made a custom jacket tonight, rockin this to work tomorrow 🔥
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