Oakland, CA
Joined September 2019
Scott Anderson retweeted
Reminder that GPUs can do software rendering (and can do it much faster than CPUs). Just don't use the fixed-function parts! (Not to pick on the the author of this post, and I always appreciate a Quake mention.) jamesfmackenzie.com/2026/10/…
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Scott Anderson retweeted
Pretty funny to advertise "Hey our developers suck so much that despite trying to dethrone Steam for a decade and burning god knows how much Tencent money to do it giving away free games it took using some LLM we found to make the store reasonably performant".
We vibe coded the Epic Games Launcher to be faster than the other guy. Don't believe us? Test it out for yourself in Preview: launcher.epicgames.com
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Scott Anderson retweeted
Would you believe our game is built from basically just 1 texture?
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Scott Anderson retweeted
Our team at Gardens Interactive is very fortunate to have such a great group of investors joining our adventure party. 🌳⚔️🌳 Visit the links below for info on our game and latest funding round. Bloomberg: bloomberg.com/news/articles/… Official Gardens Blog: gardens.dev/blog/gardens-ser…
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Scott Anderson retweeted
Goose: my latest programming language. Safer, faster and less memory than Rust/C++ for algorithms where tightly packed, flat data structures matter. It can represent more kinds of data structures as flat, pointer-free bytes than any language I know. github.com/aardappel/goose 1/
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Scott Anderson retweeted
All the AI shit you see spammed on here makes more sense when you find out how many of these people are burning $500 to $5000 in tokens to make their throw away one shot games and short films. This is just rich guy hobby shit. More money than talent or sense.
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Scott Anderson retweeted
This demo is actually from 2018, not 2019 :) They also got the original demo running on an iPhone X (much weaker than an m1 air). It's cool that this runs in threejs, but it actually highlights how efficient Unity is with ECS and it's burst compiler for large scale sims like this.
Ported Unity's Megacity (GDC 2019) to Three.js ✅ ~45 fps on a MacBook Air M1 ✅ Full demo compressed down to 75 MB ❌ No live link because of Unity's asset license 😕
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Scott Anderson retweeted
People claim AI is a zero cost accelerant, because it's being sold radically under cost to buy TAM and get people hooked so they cannot exist when the real costs come to bare. Also ...
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Scott Anderson retweeted
There are people in this thread who unironically believe you will be able to prompt Elden Ring into existence in a morning while sipping coffee in a couple of years
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Scott Anderson retweeted
To restate cleanly: the *current* problem with AI is not that we don't understand it or can't control it, it's that companies are knowingly using it to do harm or in scenarios they know are likely to cause harm (bomb schools, surveil protestors, cause/exacerbate psychosis, etc.)
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Scott Anderson retweeted
Implemented soft body destruction in my phsyics engine. The fights in my game going to be spectacular.
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Scott Anderson retweeted
Same happened with game digital distribution. Game dev wasn't locked anymore behind big publishers. Massive amount of indie games now, but 99% of them sell nothing. Visibility is more important than ever. Especially in the AI era. And you need to differentiate.
AI made everyone a builder
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Scott Anderson retweeted
Migrating hordes of Creepy Capsules work to build a tower of their own bodies... who knows their motivations. (This started as a physics test and was pretty entertaining.)
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Scott Anderson retweeted
My favorite steam gamer behavior is when a person with 30-50 hours in your game demands a feature that you never promised, and when you say you're not ever doing it, they demand a refund.
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I resigned from Khronos Group today. I spent the last three years doing graphics API research at Khronos and Microsoft. Neither of them is acting responsibly. They are racing straight to self-increasing lines of code per triangle and gambling with our lives. More thoughts below.
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Scott Anderson retweeted
Another benefit of SDF edit lists: Rewind changes! (because every edit is non-destructive) I'm doing this right now at the end of enemy waves for game balance reasons, but I'll likely play with letting them pile up in some scenarios.
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Replying to @builtbysketch
Here's exactly how much time and tokens have been tracked with Devclocked to build it.>>
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Scott Anderson retweeted
raylib reached the 18th position at the top-100 most starred GitHub C repos! 🚀 And for the first time, it surpassed stb libraries; many of them used by raylib and my main reference on how to build portable self-contained C libraries. ❤️‍ Source: github.com/EvanLi/Github-Ran…
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Scott Anderson retweeted
Replying to @valigo
What does it say when software people claim their software sales are crashing because of hardware costs? As if one cannot make a good game on existing hardware ….
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