Building games @Roblox Engineering Lead @ITV

United Kingdom
Joined March 2018
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Zyth retweeted
Tim Sweeney
@TimSweeneyEpicOct 18
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Replying to @reedlake @JNavok
My thoughts too. I get his point but that screenshot just shows he doesn’t know the platform and its history
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i need healing! #Roblox #RobloxDev
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a lof of people mad at Epic, but this is simply another showcase of pragmatic thinking from an experienced team. AI is here, it's useful, it's not going away. We should learn how to use it to create more and better products. pretending nothing is changed is not an option.
Tim Sweeney
@TimSweeneyEpicOct 12
Replying to @technosucks
Our more modest aim is to survive the AI revolution, help other developers do the same, and come out on the other end making better code and content faster.
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Replying to @votexfrenchfry
I agree with authenticity being a thing I just think the line is quickly blurring on what that is and people will care less than you think as time goes on because AI augmenting everything will be standard. I honestly think if you believe most people care you’re sat in a bubble.
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This is irrelevant because all software will be-and mostly now is-heavily built using AI. That is the new standard. You could have a ‘not built with AI’ label but you’re assuming people will care. If you care about this now it’s because you have an outdated view.
I think Roblox would do us all a favor if they added this.
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The technical landscape has shifted. You will eventually be using AI heavily in your workflow. When you finally get your head around that, tech leaders will have paved the way for you. If you’re a programmer and think you’ll only ever manually type code you’re already behind.
Tim Sweeney
@TimSweeneyEpicOct 12
We have a huge pivot underway here at Epic, moving developers around to retool for maximum AI acceleration. The aim isn't to do the same stuff with fewer people, but to enable everyone here to build MORE and BETTER stuff, and to bring the benefits to all teams using Unreal.
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Watching people prompt large software projects as someone who’s spent most of their free time designing systems and writing code for the past 20+ years while working professionally as a programmer for the majority of that time is a unique experience, that’s for sure…
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Replying to @cantfindshirt
Or all the ‘this is amazing, nice work!’ comments
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Zyth retweeted
2.5D (?) has been achieved internally #Roblox #RobloxDev
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RDC Highlights in no particular order: 2D tools and ortho camera Root motion animation Storefront support(!!) Offline game support Studio teleporting Roblox bank card New terrain system Assets as folder paths Moderation callback on server New anti cheat Queue based matchmaking and compute And there’s so much more! Proud of how well we’re supporting creators. #roblox #rdc2026
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RDC, I am inside you. 👀
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Zyth retweeted
BloxFeed
@Blox_FeedAug 12
Roblox is now letting you add Game Shortcuts to Mobile
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Replying to @plasma_node
And some people on here have complained every step of the way, haha. It’s in a really good state though, I love building on Roblox! It’s nice to see more people realising how capable it is now.
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Here's almost three minutes of footage of my custom, physics-based, Luau FSM-driven character controller running near flawlessly under the server authority API at 50ms of simulated latency. Misprediction rate is near zero. Round of applause to the whole SAuth team! #RobloxDev
Server Authority is now available for all creators. Block physics-based exploits like speed hacks without custom anti-cheat code, while prediction and rollback help preserve a responsive player experience. Learn more on the #RobloxDev forum. devforum.roblox.com/t/full-r…
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Zyth retweeted
Our Terrain Early Access program is live. Get an early look at tools that enable larger, more immersive worlds with performance optimizations and up to 64 custom materials. #RobloxDev Learn more and sign up below. devforum.roblox.com/t/early-…
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Replying to @ShitpostGate
Roblox has been an engine capable of this for about half a decade.
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Replying to @C_Jennifer_1
This is UK based I'm afraid.
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I'm looking for native #RobloxDev based in the UK that has a few years experience under their belt for a 6 month contract with a prestigious studio. Let me know if you're interested #Roblox #GamesProgramming #UK
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