
lead engine saboteur @Guerrilla previously: engine lead/eye of sauron @Pastagames https://xitter.cf/t.co/lUFHo4a464 🇨🇵🥖
Amsterdam, The Netherlands
Joined August 2008
- Tweets5K
- Following992
- Followers1.6K
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Jeremy Laumon retweeted
What features from Zig would you like to see in Sane C++ Libraries?
In terms of stdlib, build system or cross compile capabilities.
Jeremy Laumon retweeted
Gave a talk at Guerrilla Games this morning (slides coming on Monday).
Met a bunch of very welcoming, fun and smart people and the tech they built is nothing short of amazing!
Had lots of fun hanging out with you folks, thanks so much @_plop_ for inviting me!
Jeremy Laumon retweeted
Forge your legacy in Horizon Hunters Gathering – a tactical co-op action game that lets up to three players team up as heroic Hunters to protect a world under threat from deadly machines. Coming to PS5 and PC.
youtu.be/Wi_kz4MDG1o
#HorizonHuntersGathering #RallyForTheHunt
Horizon Hunters Gathering | Official Announcement
Exceptional resume, junior on paper but actually lots of experience. I also heard good things from the internship at QD.
Would hire if I could 👍
-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!
I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026.
My past experience at Quantic Dream and UBISOFT as an intern have strengthened my skills as a graphics programmer in AAA and am now looking for the next step in my career.
My skills include C/C++, graphics programming using APIs like Vulkan, Metal, DirectX 12, and console APIs. I am also familiar with modern rendering techniques including GPU driven rendering, raytracing and more.
If you're looking for a engine/graphics programmer to join your team, or if you know someone that might be interested, feel free to DM me!
Jeremy Laumon retweeted
I wrote a blog post describing state of GPU market and what does it mean for support of new GPU features
asawicki.info/articles/state…
Please take a look and share your feedback
Thanks to @Reg__ for letting me publish on his blog
Jeremy Laumon retweeted
Made new release for D3d12infoGUI today - github.com/Devaniti/D3d12inf…. We have major new cap to report - Tight alignment support. So new reports are very welcome. As always, thanks to @Reg__ for update to D3d12info.
It's happening @SheriefFYI, it's happening!!
devblogs.microsoft.com/direc…
You know what they say: those who can, do; those who can't... lead? 🤔
And on that note, it's time for a bio update!
Jeremy Laumon retweeted
Adorable Adventures, ou la renaissance de Wild Sheep Studio
Exit l’ambition XXL de Wild, bonjour : Adorable Adventures. Après avoir perdu la majeure partie de son effectif, le studio montpelliérain revient avec Boris, un petit marcassin.
gamekult.com/actualite/adora…
The first release of Asset Cooker is here!
github.com/jlaumon/AssetCook…
The repo was made public almost exactly one year ago! Many bug fixes and improvements were committed since then 🙂
Jeremy Laumon retweeted
I wrote a blog post about some thoughts and experiments about the usage of memory arenas in C++: tcantenot.github.io/posts/me…
I have just made the repo of my C++ STL replacement lib public on github. It's called Bedrock.
It's got the usual things, Vector, String, Atomic etc. but also a very good HashMap and few interesting allocators.
github.com/jlaumon/Bedrock
I also wrote a blog post to give more details about the allocators: danglingpointers.com/post/be…
Finally wrote a blog article about the use of USN journals in Asset Cooker! It even mentions Dark Souls.
danglingpointers.com/post/as…
Jeremy Laumon retweeted
So you're telling me @KeenGamesStudio released production-grade Vulkan code? 👀
github.com/keengames/vulkan_…
















