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Game Dev @ Digital Legends

Sant Cugat del Vallès, Spain
Joined August 2012
Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)Photo by MarcTorres_Dev (@MarcTorres_Dev)
MarcTorres_Dev retweeted
Y efectivamente, estoy dentro 5-1-3 termino 132/1324, +30 -> 501 Honolulu allá voy
Se acabo mi venganza con los italianos, esto no se olvida Luca 🤝
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MarcTorres_Dev retweeted
Top 1 en el League Cup de Naips en Palamos! Top 8 tambien en un cup de Montpellier 😄 Tremendo, a 426/500 me situo, con 4 cups y 2 regionales por delante, hay un monton de combinaciones que me sirven y este deck me da tremenda seguridad
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MarcTorres_Dev retweeted
C++ Programming Cookbook #book Proven solutions using C++ 20 across functions, file I/O, streams, memory management, STL, concurrency, type manipulation and error debugging leanpub.com/cprogrammingcook…
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MarcTorres_Dev retweeted
I developed new #SkillBasedMatchmaking methods for video games. You can see them in my upcoming #I3D2024 paper: cemyuksel.com/research/match… Proper skill-based matchmaking is crucial for making video games fun. The methods I describe outperform Elo, Glicko, and TrueSkill.
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You can put all your game data in arrays. And index them with a handle. Handle can include generation bits for lifetime check. My SIGGRAPH 2023 presentation had some slides about this, titled: "Generational Pools and Handles". advances.realtimerendering.c…
Soo.. Can you make a whole game where the entire game data structure is just a bunch of lists of structs? With some light scaffolding to keep indexes stable and such I'm thinking it might be possible..
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MarcTorres_Dev retweeted
I have a list of various resources for game developers. If you have any suggestions you think I should add, please let me know. :) #GodotEngine @passivestar_ @KenneyNL docs.google.com/spreadsheets…
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New article! 📝 I had this lying around for ~5 years, its from my Lucid Trips era. Recently found the energy to rewrite it and put it into shape. As always, feedback is very much appreciated. julhe.github.io/posts/always…
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MarcTorres_Dev retweeted
another treasure mine for rendering tech links (with some good separation per topic like deferred, lighting, GI,...etc.), found it while digging for a paper 🥹 tfpsly.free.fr/bookmarks.htm…
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MarcTorres_Dev retweeted
Online tool to visualise samples drawn from various distributions for some intuition into how they are laid out spatially wkjarosz.github.io/SamplinSa…. Eg random points are not as uniform as one may think and prone to clustering, compared to a low discrepancy set like Hammersley. 1/2
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my new years resolution is to really be far even as decided to use even go want to do look more like
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MarcTorres_Dev retweeted
Nou esdeveniment a @inGenioBCN! El 30 de desembre a partir de les 10:30h es durà a terme una sessió gratuïta per a nous jugadors! Cada assistent rebrà una baralla exclusiva a escollir!! També per als més experimentats tenim la Incursió MAX o la selecció de Ditto! Agraeixo RT!
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This is an AMAZING video on how to use @RenderDoc like a pro. Even if you're not a driver dev, it helps a lot to know all it can do to diagnose issues in rendering. youtube.com/watch?v=OyIxKX3S…
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Replying to @ImpossibleScott
Game engine architecture is such a good read. This figure (free on the website) is just fantastic:
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The course notes from "A Gentle Introduction to ReSTIR" are not only well written but well presented as well, I really like the right column with the references and notes, so much easier to use compared to scrolling to the end of the document and back. intro-to-restir.cwyman.org/ 1/2
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MarcTorres_Dev retweeted
We have a great public Notion page you should check out for useful tools, breakdowns and tutorials. tuataragames.notion.site/Tua… #techarttoolbox #realtimeVFX
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A good thread about cheap deferred lights. Modern engines have deferred lights, but they are often very expensive due to various factors. Writing your own cheap screen space lights is a good idea. Alternative solution: Write your own renderer and make all local lights fast :)
Abusing sprites to be cheap, diffuse only lights is a great trick. One I've seen used back as early as the X360 days. But I wanted to note there are some nearly free tweaks to the technique presented below that can make the effect much easier to use.
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