subatiq
@subatiq.com
š¤ 23
š„ 38
š 25
Actively engineering stuff
https://linkedin.com/in/subatiq
Apparently a simple āGET /achievementsā request now goes through OpenAI data centers to add some usual blabbering to the response. Well done, Microsoftšš» Thatās what gaming needs I didnāt even type this prompt in, itās a suggested one.
6 months ago
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Holy shit
bogdanthegeek.github.io/blog/project...
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Hosting a WebSite on a Disposable Vape
Someone's trash is another person's web server.
https://bogdanthegeek.github.io/blog/projects/vapeserver/
9 months ago
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Experimenting with 3D modeling. Came up a steamthrower. It superheats icy liquid and launches a jet of steam at enemies. Has that dwarf-steampunk vibe, but with modern elements.
#3D
#blender
#handpainted
#gameart
#gamedev
www.artstation.com/artwork/RKo0xe
9 months ago
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These animations tickle something in my brain in a good way
#gamedev
#wgpu
#jailang
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10 months ago
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Testing a "Nomad Sculpt -> Blender + Substance Painter -> My engine" pipeline to optimise my time as a solo dev. So much fun to see how everything comes together.
10 months ago
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Learning sculpting to produce assets for my game. Nomad sculpt is such a great tool even on 2016 iPad
#3D
#sculpt
#gamedev
11 months ago
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Continuing building my game. Jai language enables me to do things so much faster and cleaner than other languages I tried. Even though the engine is built from the ground up, most features are so easy to implement
#jailang
#wgpu
#gamedev
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11 months ago
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A 6x difference in app size, with arguably the same features. Love to see such things
about 1 year ago
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notashelf.dev/posts/curse-...
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The Curse of Knowing How, or; Fixing Everything | BlogGitHubTwitterRSS FeedGit Branch
A reflection on control, burnout, and the strange weight of technical fluency.
https://notashelf.dev/posts/curse-of-knowing
about 1 year ago
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Overloading engineers to deliver faster is so stupid long-term. Sure, we need to satisfy customersāso letās burn out our team until nobodyās left to build the quality product they expect. Seen too much of this.
about 1 year ago
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Loving this version so much more
about 1 year ago
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reposted by
subatiq
Bryan Cantrill
about 1 year ago
Our compensation model at
@oxide.computer
was a very hot topic when we first posted about it over four years ago. But now years later (and a tripling in size!), how is it going? An overdue update:
oxide.computer/blog/oxides-...
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Oxideās Compensation Model: How is it Going? / Oxide
Reflecting on how our compensation model is going
https://oxide.computer/blog/oxides-compensation-model-how-is-it-going
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I have this itchy feeling in my brain that all the
#localfirst
and
#decentralized
tech fits very well for a team tooling: VCS, issue tracking, knowledge bases, chat and videoconf, etc. Infra is private, lives as long as the team exists, is naturally isolated inside a company network. Seems legit.
about 1 year ago
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I released a game on the
#appstore
a few years agoāit was so polished that I didnāt expect to patch anything after extensive testing. Well, it got delisted because the last update was *too long ago* š
#gamedev
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about 1 year ago
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Making solid progress on my custom engine
#rust
#wgpu
#gamedev
Thanks to Rust and extensive GPU profiling, feeling confident about not having crashes mid-sessionāthe worst thing in gaming, if you ask me.
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about 1 year ago
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Doing some rendering with
#rust
and
#wgpu
. So far Iām really happy with how much Iām learning while building a game without an engine.
#gamedev
is truly a great source of knowledge to grok as a software engineer and designer. Kudos to Marek Cahyna for the free access to the model
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over 1 year ago
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