Dominik Susmel

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Dominik Susmel

Dominik Susmel

@Keyframe

coder, artist, (retro) gamer by night - big, huge, giga data science by day

Zagreb, Croatia, Earth. Katılım Şubat 2008
1.2K Takip Edilen715 Takipçiler
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Dominik Susmel
Dominik Susmel@Keyframe·
This is what all #SNES PAL games look like when on one pile
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pikuma.com
pikuma.com@pikuma·
Nice NeXT bundle on ebay right now. U$ 9K.
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Dominik Susmel
Dominik Susmel@Keyframe·
unwrap_or_else in Rust sounds like a threat
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Dominik Susmel
Dominik Susmel@Keyframe·
This movie is especially relevant in this day and age. Glad there's a bluray by @RarewavesCom
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Dominik Susmel
Dominik Susmel@Keyframe·
I thought "they" were supposed to work on Rust compilation time. It's as if it got worse somehow.
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Dominik Susmel
Dominik Susmel@Keyframe·
I watched Spaceballs before I saw any of the Star Wars movies, so Spaceballs is canon to me. Can't wait for Spaceballs: The New One next year! #spaceballs
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Asger
Asger@asgerfv·
Even with the current state of AI, I still think WinDBG's Time Travel Debugging (TTD ) is the most time saving tech when reversing. Been using it for some years now, and I continue to be impressed by how my workflow has improved. 🤙
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pikuma.com
pikuma.com@pikuma·
Turbo Pascal 3.02's EXE (39KB) was smaller than: • The minified version of jQuery 1.6 (88KB) • The Yahoo home page (215KB) • The zlib.h file in the NCBI C++ ToolKit (97KB) • The 'touch' binary on macOS Tahoe 26.3.1 (99KB) • The Wikipedia page for C++ (214KB)
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Dominik Susmel
Dominik Susmel@Keyframe·
@pikuma Thrustmaster F-16 FLCS was a match made in heaven to play Descent with!
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pikuma.com
pikuma.com@pikuma·
Descent II is now 30 years old. Its 3D engine was one of the first to allow true 6-degrees-of-freedom movement in a fully textured polygon environment. The game was developed by Parallax Software as a sequel to the original Descent. What made Descent II impressive at the time was how smooth its 3D gameplay felt on mid-90s PCs (486s and early Pentiums). The programming required a mix of clever engine design, heavy optimization, and some unusual rendering techniques for the era. One of its most important design decisions was going with a "portal-based" rendering. Rather than rendering one giant 3D map, the engine used a segmented cube structure. The game world was built from connected convex segments (basically cubes or prisms), and each segment connected to others through portals (doorways). The engine only rendered segments visible through portals, instead of the entire level. That meant a huge reduction in geometry to draw each frame. If you want to learn how to code a software-based 3D engine with 90s games in mind, don't forget to check out our lectures on 3D Graphics Programming: pikuma.com/courses/learn-…
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Dominik Susmel retweetledi
360Genius🗣️
360Genius🗣️@_360Genius_·
world's only first-person sheet of paper
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Dominik Susmel
Dominik Susmel@Keyframe·
I made blender plugin for claude so claude knows how to blender.. jesus.
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pikuma.com
pikuma.com@pikuma·
I just found a picture of my actual books in someone else's Youtube video. 😂
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Gamer_lafan
Gamer_lafan@gamer_lafan·
When Fatal Fury, Art of Fighting, and Samurai Shodown first hit the arcades and were exploding in popularity, I heard a rumor that there was a home console that could play these games exactly 100% identical to the arcade versions. I still remember going to Yongsan Electronics Market, the biggest electronics market in Korea at the time. I asked a shop owner about it. He told me about a console called the Neo Geo, but not many stores were actually selling it. After going from shop to shop, I finally found one on display. When I saw it in person, I was completely overwhelmed. The console was huge. The joystick was massive. Even the game cartridges were unbelievably big. And the games? They were exactly the same as the arcade versions. I was so excited that I immediately asked the owner how much it cost. The moment I heard the price, I was crushed. I don’t remember the exact amount, but I clearly remember that it was far beyond anything I could even imagine affording at the time. In the end, I couldn’t own this dream console back then. But when I started collecting games in the mid-2000s, the Neo Geo was one of the very first systems I made sure to add to my collection.
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Dominik Susmel
Dominik Susmel@Keyframe·
After financing millions of those retro gaming books projects and similar, I can safely say most of them are just shitty money grabs. Don't waste time on any, except maybe EGM compendium because it give you access to online archive.
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