Dima

363 posts

Dima

Dima

@dzmitryj_

just a gaymer / tech director - founder @ remnant ent / twatter is my own / 🏳️‍⚧️🏳️‍🌈

Sydney, New South Wales Katılım Temmuz 2016
874 Takip Edilen257 Takipçiler
Alex
Alex@mustache_dev·
to test how realistic is my Sim, I use real life tracks to compare actual times, It allows me to test how the car behaves on curbs and gravel/dirt as well. Here's Laguna Seca, In real life the time is about 1.33, Here a good lap is 1.26, fitting for arcade. #threejs #gamedev
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Jade Law
Jade Law@jadel4w·
Creatives. Remember realistic is not the same as believable. Grounded realism is so boring. Let’s get weird.
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VOID Interactive
VOID Interactive@VOIDInteractive·
We're deeply saddened by Jeremy's passing, Insurgency was a major inspiration for Ready or Not, and we are thankful for how the vision on that project helped us realize ours. We're all in this together and mental health is no exception. Suicidal ideation can be a drastic place to be in- but transformation of it is also possible, please feel welcome to reach out for help if you find yourself in a similar situation: iasp.info/suicidalthough…
Michael 'Mikee' Tsarouhas@dev_mikee

Jeremy's death was a suicide and it's important to talk about

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Dima
Dima@dzmitryj_·
@Dorizzdt Hadn't seen this before, might actually try this out. Also your kid rocks man, great job!!
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Scott (Human)
Scott (Human)@Dorizzdt·
My son for past 2 weeks has been using Pencil.dev with Unreal Engine Slate, basically converting DOM -> C++ -> DOM for UI huds etc for his game. He now shows me how he weaponized that more in UMG ... he's literally coded his own UI framework to be more DOM-centric. So proud.
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Dima
Dima@dzmitryj_·
@jrouwe look forward to it!
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Jorrit Rouwe
Jorrit Rouwe@jrouwe·
@dzmitryj_ Unfortunately the GPU raycasts never made it because the overhead of going to the GPU and back was too much at the time. Someday they will be back though!
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Jorrit Rouwe
Jorrit Rouwe@jrouwe·
Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you!
Jorrit Rouwe tweet media
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Dima
Dima@dzmitryj_·
@_Jambax @Atlassian If you ever get it back or can grab it via the API switch to linear immediately
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James Baxter
James Baxter@_Jambax·
Years of work lost because @Atlassian killed my free account and gave the URL to someone else. Just gone without warning. Utterly defeated.
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Dima@dzmitryj_·
@Dorizzdt careful, you'll encourage them to use the dial up model next.
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Scott (Human)
Scott (Human)@Dorizzdt·
Can someone tell me when we all move past the fucking credit/token business model into something less circa 2007 mobile phone plan(s). How much longer. Its exhausting to watch everyone hustle / scam each other on a credit/token SaaS get-rich-quick b.s
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Dima@dzmitryj_·
Since integrating Jolt Physics into UE5.7, I hadn't considered that UE Profiling traces are extremely useful (duh) to track async call back traces to Jolt across worker threads. Before that I was just relying on runtime debugging since originally I didn't want to architect over the PhysicsEngine, and PhysInterfaces, but since making a team for this new game, the job has become bigger. I was wondering why my Movement Gates weren't authoring ownership in the UScene, realized I needed to dig deeper. So, I built a step worker that takes enqueues and work items submitted from Jolt down to it's job system that gets async threaded onto UE's worker thread paths allowing me to now find out that I had silent failing bodies, and convex collision coming untracked paths in the job graph that I had no idea about until I started tracing async across the board. Learning something new everyday. 🤦 #ue5 #physics #ue5blog
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Dima
Dima@dzmitryj_·
been integrating jolt physics recently into 5.7 for an upcoming game, just a stress test. 4096 spheres #ue5 #ue5study #physics #gamedev
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DeltaWave0x 🇮🇹
DeltaWave0x 🇮🇹@DeltaWave0x·
You cannot make an engine that has to compile literally 5000+ shaders on startup, you just can't, there's fundamentally no way to fix it apart from a total fucking rewrite. Why do you even have that many fucking shaders? Are they all permutations? Do you have one shader per thing? What the actual fuck unreal engine, this literally the epitome of "Yeah this was never meant to be a generic engine, but for some fucking reason we decided to use it as such and now we can't go back"
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Del
Del@TheCartelDel·
We may never know who introduced Takuya Nakamura to UK Jungle music, after moving from Tokyo to Boston to study Jazz theory - but I, for one, am very grateful.
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Adrian Campos 𒉭
Adrian Campos 𒉭@FrieNDA_2·
Trans rights are human rights. and your existence is not a political discussion. Love all my trans homies. Glad you’re here
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Del
Del@TheCartelDel·
Bro, Games Industry Linkedin is the worst I've ever seen it in my life. Literally thousands of people saying they have been laid off and are looking for work. It's devastating.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
The PSO explosion has grown so much that today we need massive cloud servers to deliver the PSOs. Each vendor has their own solutions. We should fix the root cause instead of building this massive infrastructure. tomshardware.com/pc-components/…
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Silk
Silk@SilkOCE·
Trying to buy a house in Australia might be the most depressing situation of all time
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GamersNexus
GamersNexus@GamersNexus·
Crashout Interactive DMCA striking people reposting video clips. Just stating this so people know that this is not us claiming the clips -- you can post our clips to twitter, I don't care. Another entity claiming copyright over our content is, however, illegal. @ThreatInteract
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