why not code?

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why not code?

why not code?

@whynotcode2023

An award-losing señor developer 🥷🏾. Exploring VR, game dev, graphics, and AI. https://t.co/c0Pzm7CIlO

Katılım Nisan 2023
71 Takip Edilen27 Takipçiler
why not code?
why not code?@whynotcode2023·
@valigo You never needed Android Studio, that's a convenience GUI over the android sdk toolchain. You can do the same thing with C++. Just download a NDK sample and use that as your project template. Once you have the native activity and setup OpenGL ES/Vulkan, you can live in emacs.
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Valentin Ignatev
Valentin Ignatev@valigo·
Jai is so based - I can build Android apps without touching Android Studio, or dealing with Graddle directly at all (I guess apart from running an actual emulator lol). There are just modules that let you define everything in Jai, invoke NDK and so on.
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why not code?
why not code?@whynotcode2023·
@DRPLUMBUS1 @GAMERTAGVR A dedicated 6Dof Switch VR headset is what I'm thinking. They clearly have a market that would go crazy for it in Japan. Their game IP and ability to make great games on lower end hardware would mean a fantastic gaming headset: Zelda, Pokemon, Mario Kart, Punch Out, Wii Sports.
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why not code?
why not code?@whynotcode2023·
@RavenOfSpace @SkarredGhost Oculus Go is a bad example for your point. Quest was clearly the successful 6DoF successor of Oculus Go. And GearVR paved the way for Oculus Go. The evolution of mobile VR (led by John Carmack): GearVR -> Oculus Go -> Oculus Quest That's how you evolve to a great product.
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Cosmic Raven
Cosmic Raven@RavenOfSpace·
@SkarredGhost Remember Oculus Go? Killed fast. Share? Deleted without warning. Building long-term on Meta platforms is gambling. House always wins.
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TonyVT SkarredGhost
TonyVT SkarredGhost@SkarredGhost·
Horizon Worlds is the VR metaverse. No, wait, now it's mostly mobile. No, actually, it's totally mobile and we killed the VR version. No, wait, actually, we decided today the VR version will still be up. Guys, can you make a decision and stick with it? roadtovr.com/meta-keeps-hor… #VirtualReality #Meta
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why not code? retweetledi
mrdoob
mrdoob@mrdoob·
DLSS 5 OFF / DLSS 5 ON
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mrdoob
mrdoob@mrdoob·
Weekend project: Loading Unity's scenes in the Three.js editor. You can export your Unity scene to USD by installing the com.unity.exporter.usd package in the project and then export the hierarchy you need. Then try dragging the files into threejs.org/editor/ I'll be testing scenes this weekend and try to make the USDLoader as robust as possible. Feel free to send me files that do not load correctly by DM 🙏
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why not code?
why not code?@whynotcode2023·
@averycode That's my cue to close this app and turn back on focus mode 🫡
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Avery
Avery@averycode·
What’s the best way to stop doomscrolling 💀
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why not code?
why not code?@whynotcode2023·
His actual concerns are hidden by another big overgeneralization and controversial take. What if you're making something for fun use AI? Non-production scripts, prototyping, simple unit tests, etc... You can be against LLM code in production, but there are other use cases.
notch@notch

Reminder that using AI to write code is an incredibly bad idea still, and anyone advocating for it is either incompetent or evil. It's just as dumb as letting AI write the laws. It's about logic, not about typing.

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why not code?
why not code?@whynotcode2023·
@futureVrking The original Vader Immortal series. The second you hold that lightsaber you see why VR is a game changer.
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The once and future VRKING
The once and future VRKING@futureVrking·
What is that one VR game that blew you away but hardly anyone talks about?
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why not code?
why not code?@whynotcode2023·
@kage1274864 @wookash_podcast @Jonathan_Blow @SinkingStarGame Jonathan Blow has probably 100+ hours of livestreaming development of the game and language for free on his channels. He has free interviews on other channels. But you feel entitled to more free content that takes time and effort to make and you want it immediately. Insane.
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kage
kage@kage1274864·
@wookash_podcast @Jonathan_Blow @SinkingStarGame Let me guess, another paid podcast. I wonder how much you are making off of this instead of getting a real job. And shame on the guests for not being on a podcast that doesn't try to make a living off of talking into a mic.
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why not code? retweetledi
Vjekoslav Krajačić
Vjekoslav Krajačić@vkrajacic·
After being public for almost a year, I can confidently say I agree with the Act On Press take John mentioned some time ago. File Pilot has been using this as the default from the beginning, and I've never heard a single complaint. People usually say the UI feels super responsive. Of course it's not responsive only because of that setting but I'm convinced it contributes a lot. Since I built my own UI, it was fairly easy to make this a toggle across all interactive components. There are still a couple of exceptions where it always acts on release, like closing tabs (even though there's a tab history popup and a shortcut to reopen the last closed tab) or deleting things like bookmarks (which I should probably make undoable). But about 95% of the UI responds on press, and that's how it will stay.
Vjekoslav Krajačić tweet media
John Carmack@ID_AA_Carmack

Act on press This is a UI design hill I will die on, and it dismays me how often and hard I have had to fight for it. Almost all interaction methods have a “press” and “release” event associated with them. Whenever possible, you should “do the thing” when you get the press event instead of waiting for the release event, because it makes the interaction feel substantially more responsive, and it reduces user errors by not allowing the focus to slide out of the hot box between press and release. Even a “ballistic tap”, where your finger is intentionally bouncing off the button or touch surface, involves several tens of milliseconds delay between the press and release, and most button presses have well over a hundred ms dwell time. There is a delight in interfaces that feel like they respond instantly to your wishes, and the benefit to every single user is often more important than additional niche features. Game developers, with simple UI toolkits, tend to get this right more often, but “sophisticated” app designers will often fight hard against it because it is mostly incompatible with options like interactive touch scrolling views, long press menus, and drag and drop. Being able to drag scroll a web page or view with interactive controls in it is here to stay, and nets out way better than having to use a separate scroll bar, but there are still tons of fixed position controls that should act on press, and it is good UI design to favor them when possible. In the early days of mobile VR, the system keyboard was a dedicated little OpenGL app that responded instantly. With full internationalization it became prudent to turn it into a conventional Android app, but the default act-on-release button behavior made it feel noticeably crappier. The design team resisted a push to change it, and insisted on commissioning a user study, which is a corporate politics ploy to bury something. I was irritated at how they tried to use leading questions and tasks, but It still came back one of the clearest slam-dunks I have seen for user testing – objectively less typos, expressed preference, and interview comments about the act-on-press version feeling “crisper” and “more responsive”. So, I won that one, but the remaining times I brought it up for other interfaces, I did not, and you still see act-on-release throughout the Meta VR system interfaces.

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why not code?
why not code?@whynotcode2023·
@RuiCarrilho5 @Hesamation I give him the benefit of the doubt... If you've ever watched the serious students that do Google Code Jams or drill leet code, or watch an experienced game dev do a game jam, this is not that abnormal. Practice something enough and you can do this. 🫡
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Roy Carrilho
Roy Carrilho@RuiCarrilho5·
@Hesamation isn't it kinda sus that in all that time, he didn't have any compiler errors, or any hiccups whatsoever?
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why not code?
why not code?@whynotcode2023·
@jdunrrp @Apple @NBA I remember when they first did this with NCAA live games back in the day. I can imagine how much better the quality is on AVP. They do anything with zoom? Are all the seat perspectives the court side level? I remember wanting a bit higher. ncaa.com/news/basketbal…
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Mr. Getting Things Dun
Mr. Getting Things Dun@jdunrrp·
Apple Has Done It👏🏾 @Apple first ever Live Immersive @NBA Lakers Game Looks Absolutely Insane in Vision Pro🙌🏾🤯 I am blown away at the quality and clarity 😭‼️ I truly feel like I have the best seat in the house 🙌🏾 The 3D elements and the different angles 🤩 This is definitely a killer Use case for Vision Pro🤓
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nullptr 🐱🍩
nullptr 🐱🍩@notnullptr·
"i remade minecraft in c++"
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why not code?
why not code?@whynotcode2023·
😅 We're all just trying to motivate, educate, and encourage others to build things. 💡If you can add something new and interesting (like mobile VR and AR support 😎) it adds value for the viewers and furthers the video subgenre. 🎮 It's also fun.
nullptr 🐱🍩@notnullptr

"i remade minecraft in c++"

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why not code?
why not code?@whynotcode2023·
@shanselman Where's the video of this podcast? I don't see it on YouTube?
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Scott Hanselman 🌮
Scott Hanselman 🌮@shanselman·
Vjekoslav built a Windows file explorer from scratch. 2.3MB executable. No VC runtime. He threw away the standard library and wrote his own. hanselminutes.com/1030/
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why not code?
why not code?@whynotcode2023·
@NathieVR The progress has been underrated and taken for granted. But the excitement for early adopters back then was really unmatched. The golden era of VR will be written about for years to come. To the next 10 years 😎
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Nathie
Nathie@NathieVR·
10 years ago today, I ordered my Oculus Rift CV1. Wild how far VR has come since then.
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