Ahmed Mohi

399 posts

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Ahmed Mohi

Ahmed Mohi

@EngMOhi

Game programmer by day, level designer by night

No where Присоединился Şubat 2011
166 Подписки212 Подписчики
Ahmed Mohi ретвитнул
X Random Video
X Random Video@XRandomVideo·
What starts with a simple gesture on the subway turns into a small myth of the big city 🎭 🧸
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Ahmed Mohi
Ahmed Mohi@EngMOhi·
Just implemented a feature that I thought would take 2 hours. 3 days, 2 breakdowns, and 1 existential crisis later... it's finally working. Game development: where "quick fixes" turn into epic quests. #GameDev #IndieDev #Unity3D #DevLife
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Ahmed Mohi
Ahmed Mohi@EngMOhi·
@MohamedShedo بكره ان شاء الله ياصديقي ، كل سنه وانت طيب
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شدّو
شدّو@MohamedShedo·
رمضان امتى اخر كلام؟!
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Sunny Valley Studio
Sunny Valley Studio@SunnyVStudio·
Randomize your objects' positions in Unity with ease! 🎲🌿🗺️ Just type "+=R(-3,3)" in the Inspector to add some randomness 🌟🙂 Hopefully, this tip will save you time and give your layouts a more organic feel! 🌴👍 #UnityTips #unity3d #gamedev
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Freya Holmér
Freya Holmér@FreyaHolmer·
btw C# supports indexing from the end arr[^1] is the last element arr[^2] is the second last element
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Christoph Nakazawa
Christoph Nakazawa@cnakazawa·
Early in my career I broke Facebook Chat (pre Messenger) for all IE users. Couldn't sleep all night afterwards. However, one of the most interesting issues I caused was when I removed about 300,000 duplicated files in Facebook's monorepo and pointed everything to the remaining copies. I went to sleep and woke up the next day with angry messages on my phone: I made facebook.com 1.2 seconds slower to load! How? Facebook's bundler used machine learning to optimize JS bundles. That bundler was relying on paths for JS files, and it didn't track changes like mine. So when I pushed my change, the bundler was under the impression that all those files were new and basically unbundled them and sent them to users as individual files instead of JS bundles! Given the scale Facebook was operating at, and some issues in the Python based Mercurial client (which have since been replaced), it took about an hour to merge my PR into main. The revert to make facebook.com fast took a three people team 12 hours to complete. Afterwards an intern and I redid the initial work by also patching the bundler's paths correctly. I caused other large issues, but this one is my best bad one. It worked while testing, could not have been noticed in development since the bundling infrastructure was different, and basically only one person at the company would have known this issue could have been caused.
Aveta👾🇭🇹@Aliafonzy43

I would love to hear stories from senior+ engineers who pushed fuck ups to prod to know I’m not crazy for feeling some type of way to be told my code quality is poor due to code pushed to prod that I quickly fixed when I found the issues . Just wanna know if this is something common . Also PR requires 2 approvals.

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Sos "Wishlist Lazy Kickers" Sosowski
A chart showing how much you have to pay Unity for your mobile game, depending no your average per-install revenue. The existance of the black color on this chart is the BIG problem here. Do people who came up with this pricing scheme don't know how to use Excel?
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Sebastian Schöner
Sebastian Schöner@s4schoener·
While I still have it fresh in my mind, I have collected some notes about some of the things that slow down Unity projects in the editor here: blog.s-schoener.com/2023-08-16-why… I hope it is of use to someone somewhere!
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Max Slater
Max Slater@The_Numbat·
Functions are vectors! This perspective lets us apply the tools of linear algebra to computational problems from image and geometry processing to machine learning and light transport—and provides a natural explanation for Fourier series. Let's explore: thenumb.at/Functions-are-…
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STYLIZED STATION
STYLIZED STATION@StylizedStation·
If you’ve ever played RDR2, you probably noticed when you walk over snow, it deforms as you walk through it. And its not just your character, anything that interacts with the snow affects it. How the f**k does it look so good? Strap in, another massive 🧵
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Films to Films
Films to Films@filmstofilms_·
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Jon Barron
Jon Barron@jon_barron·
My new favorite pet function: a tiny generalization of Schlick's "bias" and "gain" functions that gives you a handy way to craft nice curves for easing or annealing on [0,1]->[0,1]. I wrote up a micropaper here: arxiv.org/abs/2010.09714
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Praise The Camera
Praise The Camera@praisethecamera·
Useful camera movement ideas 💡🔥
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Max Hay
Max Hay@maxhayart·
Reflections of You
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Victor Duarte 🪐
Victor Duarte 🪐@victorvdr9·
gm and happy Friday to those who fail hard and still keep going 🦾
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Unity for Games
Unity for Games@unitygames·
Profiling is a critical part of developing a great game. Deliver a smooth experience for your players and optimize performance with profiling. Check out this 🧵 for resources on profiling and optimization in Unity:
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Inu Games
Inu Games@games_inu·
Cool trick from Paragon: if you have a "look around" aim offset, put the same anims at 0°, -180° and 180°. That will prevent the unnatural flipping of the character when looking directly behind. Video: with vs without #ue5study
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