mips
mips
@andm.bsky.social
somewhere between 3d, bugs, mecha, computers and languages 大阪
113 followers330 following255 posts
mips reposted
Real talk, why half of the remaining games media is in Japan this week but no one can ever find a Japanese dev, consultant, journo or researcher to talk about Japan? Especially when we then get these experts who ignore the well-know fact that Japan has laws which make firing people extremely hard.
Why do Japanese studios suffer fewer layoffs? Because they have smaller teams and don't pay their execs $30m, says one expert. https://bit.ly/4rfqTRG
mips reposted
mips reposted
Technical knowledge and skills attached to people?? Those things with lives, families and opinions?? Disgusting
id Software worked with various ideas before Xbox cuts, including a new Perfect Dark, John Wick style new IP, and co-op DOOM id has been "nuked into the dirt" and "relegated to support studio size", said one former dev. gamesbeat.com/inside-a-stu... www.videogameschronicle.com/news/id-soft...
mips reposted
"Behind the Pretty Frames" series of articles, breaking down many tricks & hidden gems of the renderer behind some of the most beautiful & remarkable AAA games. i hope u enjoy this few years of digging & researching & find out about few tricks & impressive techniques. mamoniem.com/category/beh...
Wish I could attend, look at their website! threejs.paris
This is great, but I wish Bluesky had audio posts like Tumblr, I want to listen to talented people’s demos, practices and WIPs
v1.117 is live! We rolled out support for Bandcamp embeds. Now you can play songs right inside posts! We're big fans of Bandcamp and everything they do to support artists. Upgrade to the newest app version and give it a try 👇 caribouband.bandcamp.com/album/butter...
mips reposted
We had the Grand Finals of the Teapot Rendering Competition this week. These are original scenes by students at the #UniversityofUtah, rendered using their own ray tracers written in C++, commemorating the famous #UtahTeapot. You can see them all here: graphics.cs.utah.edu/trc/ #raytracing
Love inheriting a project with a healthy amount of documented tools Good workflows make or break software/games
I think most game dev teams underestimate how damaging slow workflows are to the ultimate quality of their game. If it takes 5 minutes to launch the game and see your changes, I think your game is going to be MUCH worse than the alternate timeline where it took 1 minute