Wishlist: https://xitter.cf/t.co/MSc6ZvRIgL C++ Custom Engine. https://xitter.cf/t.co/UroMaUYkdL https://xitter.cf/t.co/CWS9wJZugC Objectivist (Ayn Rand)

The United States of America
Joined December 2009
I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already optimized my game significantly by actually seeing what was slow and then optimizing it. For example, I optimized a C++ lambda from 750us down to 50us (cost per frame). This level of introspection into my game is god-like vision. Not seeing any perf impact of having this on either, so it's on by default.
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I feel like I am a third of the way through the game.
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Now I have to go to the most annoying puzzles: beam casters. :( I cannot progress without them.
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦 retweeted
In this messy discourse of ai-slop this, slop that, what's real gamedev, ceos etc.. I want to remind all developers of this. Do not buy into the fear mongering that #indiedev is dead. The amount of games you compete with is _the same_, literally hasn't changed in years.
Putting a game on Steam costs $100. You get it back once the game earns $1,000. By October 2025, about two-thirds of that year’s releases hadn’t made $1,000 yet, per Gamalytic. Most new Steam games haven’t even paid back their entry fee. Did yours?
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Control versus Speed. Whenever I use AI, I feel this tension of a trade off between the two. I can create faster with AI but give up control over the final product. Without AI the progress is slower but I maintain control over the final product because I understand how it is built. This graphic was made with AI because I did not need a high level of control and precision to express my idea. For any work that requires little control and precision, such as a Blender script to do some minor tasks, AI is amazing. If you are making a game and want to express an idea with a high level of precision and control over how the game feels, plays and looks, then AI as a code is a wrong trade off. AI has to be used more as a knowledge assistant and code reviewer while you build. Whenever a game dev says that AI coding is great for their game, that means he accepted less control over the final product. Is a product better with "more stuff" of lower quality? Depends on the product. Is it easier to polish in the long run with AI? Is it faster to polish a game that is 200,000 lines of C++ with AI? I doubt. My is 200k of C++ and I still only accept tiny bug fixes from AI. But if someone has a game like that, I would love to read their blog on the cost of polishing a game of a significant scope and size. The cost of tokens and context must be high.
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I despise game devs who whine about someone copying a game trailer idea and invoking copyright laws for it. Publishing a trailer does not give you exclusive rights to the game concept. You can moan and cry all you want. If you want to keep your idea secret then do not share it publicly, giggle and hope to go viral and then cry when your viral post gets copied. Or at least have the decency of looking up facts of the copyright laws. In what crazy country does publishing a game trailer or a demo, or even a full game copyrights that game idea? Y'all are lazy thinkers who did not spend even a single second to study the law of the copyright, not even a single AI prompt on the topic.
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If that was the way copyright laws worked, then how about I use AI to create a billion different game trailers and thus copyright all game ideas. Boom, now y'all owe millions if you want to make any kind of game because I already have a trailer for it, and who knows maybe working on it.
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Game devs are so whiny that they invent ghosts out of thin air and then tremble in fear over it. Does anyone know of a Roblox copy that made a ton of money over a viral game idea from X? Grok sees no examples. xitter.cf/grok/status/2111486952…
No clear public examples of pure X-idea clones raking in big Roblox money in 1-2 weeks. Most stay low-traffic like these wall-punch ones (under 20k visits, near-zero revenue). Clones of already-released viral Steam hits often do better: PEAK's CLIFF hit 6M visits in ~2 weeks, Meccha Chameleon clones reached 50k concurrent, Clean the Library got 70M visits. Roblox hides exact earnings, but high CCU + gamepasses can yield thousands quickly if the algo pushes them.
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1. Epic Games is the sole financial backer of The RAD Debugger. 2. Epic Games is very pro AI and most likely approves such use. 3. Epic Games green lit the MIT license for the debugger that allows AI training. And yet... It is morally bad for someone to use AI to vibe code a debugger? Am I missing something here? How can one accept money for the work under pro AI conditions and yet be hating on the AI use?
Oomf made a debugger in a day and got blocked by Ryan Fleury
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This is now even funnier given that Epic Games is all-in on not typing the code manually anymore. xitter.cf/EpicGames/status/21103…
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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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦 retweeted
Order of the Sinking Star has been out for a week now, so I decided to run some stats on Steam where it's easy. The Witness was our previous game that was very successful when launched 10 years ago. Order has sold 45% more units on Steam in its first week than Witness did. Order is 25% cheaper (Witness was $40, Order is $30 with some bundle discounts, and there's been some inflation), so you would expect more units at the lower price. But regardless, it looks at least as financially successful as the Witness was, maybe a little more eventually, depending on how the tail goes. Thanks everyone for supporting the game, and I'm glad you are enjoying it!
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Valve was told that Steam will never happen. 99% of the companies they spoke to said: "Users are not going to want this. It will never ever happen." Valve went against everyone. And now we turn round and call them a monopoly for the work they did in spite of everyone! So much for not listening to studies and statistics, huh? > Gabe “It was a very weird time. Like, I don't think people understand how many times we would go to people and say, ‘No, you will be able to distribute software over the internet,’ and have people just say, ‘No, it will never happen.’ I'm not talking about one or two people. I mean, like 99% of the companies we talked to said, ‘It will never happen. Your retail sales force will never let it happen.’ But also people would say, ‘Users aren't going to want this.’”
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anthropic.com/engineering/re… @nafonsopt noticed the quote: > our main branch alone is almost 100 GB Any modern AAA game of the last 15 years laughs at this size and yet many such huge corporations blindly ignore any lessons learned from game companies dealing with such scale. They would rather disregard game engineering as some weird odd ball full of lesser able engineers. I worked in both non-gaming and gaming industries, so I saw how they view each other personally.
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Even my tiny solo game is 4GB in Ark VCS, and I have barely gotten into content work!
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Is AI getting rid of Electron webdev slop for desktop applications? It sure looks that way. The new preview of the Epic Games launcher takes less memory and feels faster.
Readers added context they thought people might want to know
The previous Epic Games Launcher was built featuring Unreal Engine, not Electron, per Tim Sweeney; the new preview uses Tauri, a WebView framework. unrealengine.com/blog/announcin… tweaktown.com/news/113119/li…
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Sadly, it still uses Webview but it takes some hunting to find it.
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Nevermind, my hope was wrong. It is still WebView! 🤡
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The current stable launcher takes more memory and does run slower.
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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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An actual first real AI side product from an AI company. Nice.
New on our Engineering blog: Creating in-house source control. In May, we merged around 2,500 code changes per day. In September, we merged more than 30,000 per day. As a result, we became bottlenecked by developer infrastructure built for human (rather than agent) scale. Here, we share how we built a new version control system—and fully migrated our monorepo from git—in five months: anthropic.com/engineering/re…
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To be fair, all the talk about game engines died with AI. Nobody cares about game engines anymore.
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