Sidney
@justsid.bsky.social
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📥 28
📝 54
Senior engine programmer at Laminar Research working on X-Plane. I’m the loser of devices.
From a graphics programmer standpoint, Liquid Glass is so cool. Doing this effect in real time on a consumer phone is so cool. As a phone user though, what the actual fuck? Why are they shipping me a cool tech demo?
14 days ago
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Sometimes it's easy to forget how far things have come. I'm putting some screenshots of various X-Plane versions together for no particular reason and the difference between v12 and v11 is wild. The v11 to v10 difference is a lot harder to see in this view but still there.
about 1 month ago
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We have a quarterly user survey about feature requests and issues they would like to see fixed (it's always better AA and more perf), but this time around there apparently was a large enough crowd to get "AMD CrossFire support" on the board. I have extremely bad news for those users...
about 2 months ago
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Looks like I’ll be giving a talk about working on X-Plane at GPC 🥳. Covering how we went from a GL 2.1(!) codebase to a modern Vulkan/Metal one and the challenges and advantages of working on a single product for 30 years, with an eye on the unique challenges of a small studio working on flight sims
2 months ago
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I’ve been enjoying doing CAD work on the Surface with a pen, but the keyboard has been incredibly awkward. Figured this was a good opportunity to finally use one of the Pico Pis collecting dust and make a macro pad thingy. Quite pleased with how it turned out.
2 months ago
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Made the mistake of looking at the Hacker News comments on the preliminary report of the Air India crash. People who regularly rant about managers demanding features with no understanding of the problem space are now seriously saying “planes should just not allow actions that can crash it” 🙄
3 months ago
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Be still, my beating heart <3
3 months ago
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Fun quirk of first gen Maxwell GPUs: If you have a f16 render target, output to it won’t be clamped to the highest f16 value but instead overflows into INF. This gets particular fun when you turn on blending and no amount of shader side clamping can save you.
4 months ago
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Honestly, forget about AI tools. The trifecta of power tools for game engine development is RenderDoc, Superluminal and Live++. Hands down the most bang for your buck you can ever get and RenderDoc in particular is criminally underpriced.
5 months ago
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reposted by
Sidney
Ari Arnbjörnsson
6 months ago
Tired of debugging optimized code with missing variables and inlined functions?
@visualstudio.com
preview now has Dynamic Debugging which automatically unoptimizes functions you step into while debugging 👀 Available in UE 5.6, or with a simple cherry pick:
devblogs.microsoft.com/cppblog/cpp-...
loading . . .
C++ Dynamic Debugging: Full Debuggability for Optimized Builds - C++ Team Blog
Over the past 5 years, we’ve had many incredible opportunities to engage with game developers. From AAA studios to indie developers, the passion for slashing iteration times is significant. Amidst all...
https://devblogs.microsoft.com/cppblog/cpp-dynamic-debugging-full-debuggability-for-optimized-builds/
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Product idea: A CVS grade receipt printer for C++ template errors.
7 months ago
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