Programmmer @ iRacing

Denmark
Joined February 2009
What Tim is doing with this case is a laudable public service. Whatever your opinion of Epic, bringing this and the Apple cases to trial should be commended. We will all benefit greatly if Epic prevails, and we are no worse off if they do not. Epic is a major player across all relevant consumer platforms. If all they were interested in was making more money on iPhone and Android, I am certain they could have taken the easy road and negotiated a special contract for Fortnite on one or both of these platforms. This would have been much cheaper for Epic, put Epic in a more profitable position, and left all their competitors (and the rest of us developers) at a comparative disadvantage. This would surely have been the best move for Epic as a for-profit company. Instead, Epic altruistically took the hard road by forcing the tying behavior of Apple and Google to become the subject of major appellate-destined antitrust court cases. If either reached the Supreme Court, it would result in the first full ruling on the Sherman and Clayton acts as they apply to exclusive device-specific stores like the App Store and Google Play. Previously, we've only had Apple v. Pepper, which was narrowly about Illinois Brick (en.wikipedia.org/wiki/Illino…). The disposition of that case at the time it reached SCOTUS meant that the court was not being asked to rule on the kinds of questions that are present in Epic's cases. As a result, to this day, we still do not know how US antitrust law applies to devices nominally owned by consumers but controlled post-sale by their manufacturers via embedded technological restrictions. Epic's cases are our current best hope for finding out what our rights are as developers and as consumers. This US Law Minute was brought to you by Casey's predisposition to study US law in his spare time for no real reason.
Epic v Google antitrust trial begins Monday morning. See y’all on the other side! nytimes.com/2023/11/05/busin…
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Jonas Meyer retweeted
We’ve just released an exciting preview Agility SDK which introduces Work Graphs, a way to enable more GPU autonomy by allowing shaders to dynamically generate additional shader workloads! This release also includes Wave Matrix and accelerated AV1 Encoding devblogs.microsoft.com/direc…
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People ask me once in a while about Braid, Anniversary Edition. It's still in development and will (finally!) come out, around the end of this year or the beginning of next year. And we're hiring someone to help finish up all the commentary and general content wrangling! Initial work includes: Adding visual markups to levels that are synced with commentary playback. Generating graphical assets that serve as illustrations for the commentary. Syncing up subtitle text to audio, editing it to read nicely. Doing whatever else helps make the commentary engaging. Work is to be done in the game's built-in editor, plus text files, plus whatever image editing tool you prefer. Contract or full-time work arrangements are both okay. Remote work is fine. I am looking for someone who is very productive and able to hit the ground running, since the timeline is short! Those with game industry experience are greatly preferred. DM me with a CV or other evidence that you would be productive in this role. Thanks.
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If you know you know.. Thank you kind stranger❤️
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At some point, we have to consider if the ‘modern’ apis are making pc games worse instead of better.
Wonder what happened to PC gaming. Was looking forward to Wo Long, but the PC port is just horrible. Haven't been buying any new PC games recently because pretty much every new game seems to have technical issues. Nothing new, but I wonder why publishers thinks that is okay :/
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I did a Tools Talk back in 2019, but finally got around to sharing. And yes, we're hiring Tools Lead, Programmers and Designers..
Guerrilla's Studio and Technical Director @MvdLeeuwGG talks about developing tools and technologies for growing projects, and the detail of aspects of our own Decima Engine guerrilla-games.com/read/mak… We are hiring! Check out the openings in our Tools team in the thread below 🧵👇
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Just pushed the initial revision of microprofile-csv - a small tool for visualizing and comparing data from csv files: github.com/jonasmr/microprof…
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Hugh Malan from @Guerrilla will share the techniques used to render the water in #HorizonForbiddenWest in advances.realtimerendering.c…
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The PSO (shader pipeline state object) design was a mistake. PSO should only include state that is REQUIRED to emit the low level shader code. All other render state should be in a separate object. It's a major PITA to create a new PSO for every state permutation.
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I wrote up how I made the most beautiful 1D puzzle-game even more beautiful (through careful application of begging and dithering) pixelmager.github.io/linelig…
Thanks to @pixelmager, Linelight now renders SUPER GOOD on Android! #GoodbyeBanding Seriously, it looks so good I wanna rub my face on it
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Jonas Meyer retweeted
NFT people absolutely cannot comprehend where i'm coming from, fundamentally do not understand that the very phrase "digital asset" fills me with revulsion
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Hey you! Do you like visibility buffers? Compute shaders? Want to fill your G-buffer while rasterizing your shadows? Then come along to GDC and hear me talk about the deferred texturing system we use to accelerate our foliage in Horizon Forbidden West :-) shorturl.at/gmtwG
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Jonas Meyer retweeted
How do you create an authentic world filled with adventure, culture, and opportunity? We dive deep into the world of #HorizonForbiddenWest on the PlayStation Blog today! 🏹 Read more here: play.st/3kY54W0
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State of Play returns Thursday, May 27 with an extensive look at Horizon Forbidden West gameplay: play.st/34iQ2Bk
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Spent some time trying to understand c++ coroutines this weekend... This is some absolutely crazy stuff.
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Remember: This is just the abstract code: You'll have to fit in the -real- code, which is the job scheduler, your std::async implementation or whatever. (and then the actual, real code that does a useful thing)
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I think we'd be better off by just having proper cross platform c-level fibers. Debugging multithreaded code is already hard enough as it is, lets not make it harder.
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