Jacobers_COM (@PixelpulseG) header
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CS student | Building Cast - Engine.

Gainesville FL
Joined July 2024
Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)
I will retire my mom. This is my Everest.
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Doing a bit of a dive on RAII for C because I don't want to use constructors in my frame work and I found this blog going over some topics I didn't know about in C. Mainly the cleanup attribute that's part of clang and gcc compilers. Its a good read
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FINALLY MIMIC BONFIRES
Work in progress, but I had an idea...🔥
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Jacobers_COM retweeted
Huh, they're also removing the option to use C++ for gameplay.
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Been thinking about live streaming development progress. Feeling caught between sticking to writing or making videos. I feel videos would be more beneficial to get myself out there but people did it before so why can’t I? Just a thought.
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Jacobers_COM retweeted
I hate this kind of thinking so much... Fuck this normalization of AI code. You don't *have* to use AI for code. It's not "impossible", it's not "we forgot how...", jeez. Some libraries like SDL, stb, Love2D and tools like RenderDoc have strong anti-LLM policies even!
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I feel this type of stuff is just common sense. Using AI to help search niche topics, is the best use of AI. It’s just a tool. Using AI to build applications is a waste of time and effort, but we are doing it to our selves.
HOLY: Anthropic's Claude Code engineer Addy Osmani is warning about a brutal AI paradox: the more coding you hand to agents, the more you risk losing the very skills needed to supervise them. He calls it "cognitive surrender." AI-generated code looks pristine, tests pass, and engineers start approving work they no longer understand. Anthropic's own research warns: "supervising Claude requires the very coding skills that may atrophy from AI overuse." Osmani makes a striking observation: "When you're producing more than you can stand behind, you're no longer reviewing. You're hoping."
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I'm pretty happy without how textures are generated. I now need a way to keep track of all textures being loaded so I can destroy them when needed, but that will come. Next is sprite rendering, and input.
I have textures rendering within my game frame work now. I did a lot of rewriting that I will go over in a blog post next week, but this is the lovely function that does all of the work. I pass in the Uniforms name in the generate texture to tie them together!
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I have textures rendering within my game frame work now. I did a lot of rewriting that I will go over in a blog post next week, but this is the lovely function that does all of the work. I pass in the Uniforms name in the generate texture to tie them together!
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Jacobers_COM retweeted
Hey @TimSweeneyEpic, many people have questions and concerns about the future of UE6 with the recent news. Would you be willing to do an interview to help give indies and studios of all sizes some clarity and answers so we can all start planning for the years ahead?
Huh, they're also removing the option to use C++ for gameplay.
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At noon Eastern today my game will finally get its name and a Steam page! One year ago this Saturday I started writing my own game engine. Today, I get to share what I've made (so far) with the world! While we wait, here are some chill vibes from inside the world I'm making.
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How use full would it be to add a function to my logger that tracks frames? Just a thought, so give me you're thoughts!!!
This is a much cleaner way to handle things. Is also makes for a cleaner DisplayEvent loop.
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This is a much cleaner way to handle things. Is also makes for a cleaner DisplayEvent loop.
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Right now the render loop is hard coded. I’m still trying to figure out how to make it user friendly. The goal is to have it more like raylib but one day with Vulkan support lol. We like to reinvent the wheel.
Tonight I reworked my basic render loop. I wanted to pass data in the backend of the renderer to make it a bit more user friendly. So I created a private static that gets it info from a user created struct and just pass those values throughout the backend of the renderer.
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Tonight I reworked my basic render loop. I wanted to pass data in the backend of the renderer to make it a bit more user friendly. So I created a private static that gets it info from a user created struct and just pass those values throughout the backend of the renderer.
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Finally got my custom create session function working in unreal engine. For a bit I was using advance steam sessions plugin, but I switch over to raw C++ because debugging become horrible.
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Still a lot of work that needs to be done. Such as creating wrappers for setting uniforms, loading textures, etc. But good progress has been made so far.
Created a custom file reader function to load my shader files and create shader objects form them. Took a min to figure it out because I have uninit memory in the buffer which was causing the compiler to fail for my shaders, but easy fix.
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