sleitnick

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sleitnick

sleitnick

@sleitnick

Engineer at https://t.co/fmbN8adq7V

Katılım Nisan 2018
560 Takip Edilen38.8K Takipçiler
sleitnick
sleitnick@sleitnick·
FWIW, this is an incredibly simple thing for an application to do in any major OS
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sleitnick
sleitnick@sleitnick·
Pet peeve: Application fails to remember the monitor previously used & always boots up to primary monitor instead. (Looking at you, Forza Horizon 5 and 6)
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BasedMan
BasedMan@BasedMannn·
I will personally pay GOOD MONEY out of my own pocket to anyone that can create a system that automates the deleting process for player ID's via datastores.
BasedMan tweet media
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sleitnick
sleitnick@sleitnick·
@Stoltho Garmin cameras make a noise when an event happens, and its own mic picks it up. But it's so loud that it clips its own mic, so it sounds awful in recordings
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Stray
Stray@Stoltho·
@sleitnick Fuck was that fuckass spaceship noise bro
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sleitnick
sleitnick@sleitnick·
Oh deer
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sleitnick
sleitnick@sleitnick·
@ayyar Not sure I can fit all in a tweet. But I'd say flexibility is a big one, especially with the engine/editor being open-source. If I need something that's not provided, I can build it myself natively. And of course, Roblox has tons of backend services for free
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Kartik
Kartik@ayyar·
@sleitnick Nice. What are the most salient differences vs Roblox?
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sleitnick
sleitnick@sleitnick·
Godot has truly brought back the game dev spark within me. What a well-made engine. GDScript is still funky to me, but I'm having fun again.
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ev1
ev1@nonbinary·
@sleitnick OK GARMIN, VIDEO SPEICHERN
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sleitnick
sleitnick@sleitnick·
Good news: I got agents rendering at over 100 FPS now. Bad news: They've learned to fly
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Jon
Jon@bytejon·
@sleitnick Now we need an engine with Luau as the scripting language... oh wait
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sleitnick
sleitnick@sleitnick·
@ayyanafghan Yeah I don't mind snake_case. The grossness is when you mix different cases
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Aziz
Aziz@ayyanafghan·
@sleitnick snake_case isn't that bad
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sleitnick
sleitnick@sleitnick·
I like when programming languages have style guides. All code feels consistent. Especially nice when using third-party libraries. What if you prefer camelCase but a lib you need uses snake_case? Gross! And so my unpopular opinion: Luau should have an official style guide
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sleitnick retweetledi
Programmer Humor
Programmer Humor@PR0GRAMMERHUM0R·
helloItsMeTheKeyboard
Programmer Humor tweet media
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sleitnick
sleitnick@sleitnick·
I don't even know if I agree with this. But for standalone code, e.g. running on something like Lute, this sounds good still. So perhaps it's a runtime/embedded level, not language level.
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sleitnick
sleitnick@sleitnick·
Any recommendations for 27" monitors? Ideally 2k @ 144hz
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sleitnick
sleitnick@sleitnick·
@MrChickenRocket Trivial vector movement towards target without overshooting & a proximity check. Could also be easily inlined
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Peter McNeill
Peter McNeill@MrChickenRocket·
@sleitnick Looks fine. I assume reaching targets is pretty rare. What goes on inside agent move?
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sleitnick
sleitnick@sleitnick·
Now around 85 FPS with 100k agents! The major changes were: 1) All agents are created in contiguous array (no longer individually allocated). 2) Signals back into GDScript are batched per frame update, rather than signals per agent Still more work to do to get to 144 FPS
sleitnick@sleitnick

Stress-testing 100k agents. FPS dropped to 60. I had to move most of the logic to C++ to make this work. I could only scale to ~10k in GDScript before hitting a wall. Each "agent" is also just a cube here. Nothing complex. My goal is to get this stable at 144hz w/ 100k agents.

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sleitnick
sleitnick@sleitnick·
@MrChickenRocket I bet there's improvements that could be made here. Only "get_transform()" is inlined, & "targets_reached" could be a fixed size buffer (& certainly not recreated every frame, oops). I haven't looked at actual asm output for this yet
sleitnick tweet media
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Peter McNeill
Peter McNeill@MrChickenRocket·
@sleitnick Generally you want the code to be smaller - typically you'd want loops over data that don't have any non-inlined function calls - final asm just being one tight block < 32kb for the loop
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sleitnick
sleitnick@sleitnick·
@thisgodisbored An NPC. These will eventually be passengers/staff/ground crew/etc. within airport. I'm quite new to Godot though, so I'm stress-testing it to better understand limitations & how to work with/around those limitations
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sleitnick
sleitnick@sleitnick·
Stress-testing 100k agents. FPS dropped to 60. I had to move most of the logic to C++ to make this work. I could only scale to ~10k in GDScript before hitting a wall. Each "agent" is also just a cube here. Nothing complex. My goal is to get this stable at 144hz w/ 100k agents.
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sleitnick
sleitnick@sleitnick·
@Ricquert True! I've got the A* stuff done already, but in GDScript. I imagine I'll have to migrate that over to C++ to maintain perf at this scale, but we'll see
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daimao
daimao@Ricquert·
@sleitnick Now for some collision avoidance and path planning!
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