Lars Thießen

Lars Thießen

@larstofus.bsky.social

Senior Gameplay Programmer and former gamedev professor. he/him Blog: https://larstofus.com/ DMs are open.

473 followers274 following238 posts

Lars Thießen reposted

Are you an Epic Games employee with thoughts on the company's pivot towards GenAI and how it's handling that messaging? I would be extremely interested in hearing them. Happy to chat confidentially. Email: chris.kerr@verticalslice.news Signal: kerrblimey.43

I commented under a pull request today giving tips to get it merged. Now, after looking through the github account I think the pull request as well as it's description might have been ai-generated. Now I have this weird sense of betrayal, like I was cheated out of a social interaction 😑

View full thread

I'm seriously considering now to re-create all of my open pull requests on the release branch, just to make it more likely to get them merged... But that would probably mean hours of work and re-compiling the engine for the n-th time 😖

Looking through the most recent pull requests I don't seem to be the only one missing the change. At the time of me writing this, only 2 of the 10 most recent pull requests target the release branch.

The moment if you get a compile error in a templated function which is only declared from inside a macro and called from a different, triple nested macro... At least I think that's what happening, Intellisense already gave up three layers before the error 😿

That's something: Artstation finally decided to fight against the Ai flood But in practice those actions amount to just enabling the "please-don't-scrape-us" checkbox by default and block known ai scrapers. Really hoping that this is just a first step 🤞 magazine.artstation.com/2026/09/ai-u...

magazine.artstation.comArtStation Should Put Artists First - ArtStation MagazineArtStation is enabling default NoAI protections and partnering with Cloudflare to limit AI crawlers and content scraping.

After speeding up the Unreal Editor launch by not by not spawning 38000 tooltips and not opening 5500 files let's get ready for the conclusion of my trilogy: Speeding up the Unreal Editor launch by not loading 1585 files (source code included) larstofus.com/2026/08/16/s... #gamedev #ue5

larstofus.comSpeeding up the Unreal Editor launch (again) by not loading 1585 filesAfter writing one article on how to speed up Unreal’s editor launch by not spawning 38000 tooltips and one on how to speed it up further by not opening 5500 files and getting the described fi…

Because of reasons, I am tinkering with the editor localization of Unreal again, and I just can fathom why anybody ever thought this was a good idea. Half of the text in the editor consists of untranslatable variable names anyway, so every label ends up looking like this: #ue5 #gamedev

View full thread

If at least the download of all those languages were optional. But no, everytime I install a new engine version I can delete 5 GB of (for me) useless loca data afterwards 😵‍💫

Because of reasons, I am tinkering with the editor localization of Unreal again, and I just can fathom why anybody ever thought this was a good idea. Half of the text in the editor consists of untranslatable variable names anyway, so every label ends up looking like this: #ue5 #gamedev

In over 10 years of working in Unreal in Germany I never met a single german developer who used the editor in german. At the same time localizing all of this text and keeping it updated can't be cheap, so I guess there must be some data that proves to Epic that it's worth it? 🤯

A "no-Ai-whatsoever" stance would have been even better in my opinion, but still: A win is a win! Maybe I should give Godot another try? 👀

Godot Engine@godotengine.org

For years we have been overwhelmed by the volume of code contributions we have to review, especially from new contributors. AI has made the problem much worse. That's why we are taking steps to reduce the burden on maintainers while still welcoming new contributors: godotengine.org/article/cont...

If you follow my blog you might have noticed that I'm quite a fan of Superluminal, a fantastic CPU profiler that *just works*. (yes, really). So far it was Windows exclusive, but this finally changes 🥳 Do yourself a favor and try it out!

Superluminal@superluminal.eu

We're finally bringing our powerful and user friendly CPU profiler to Linux! The beta version is now publically available, and it's free for 60 days during the open beta, so there's really no excuse not to try it out! Just download, extract, optimize. superluminal.eu/applications...

Godot 4.7 is there and with it, as usual by now, some of the best release notes in the business. Videos, side-by-side comparisons, and even direct links to the pull requests! And look at this new drag-and-drop indicator😍 #godot #gamedev

#UE6 introduces Verse, a programming language that can distribute large-scale computations over hundreds of servers and thousands of CPUs automatically, in real-time. Which is proably Epic's best shot at making their launcher run smoothly 💀

How many files do you expect a program to read from disk to fill a drop down menu with 14 entries? A) 0 A) 1 B) 14 C) > 1.5k Bonus question: What do you guess is Unreal's answer to this question? 🫠

The demo for Corsair Cove, the most recent game I worked on went live a few days ago and so far the feedback has been amazing. If you haven't yet I really recommend trying out the demo 🥳

Why optimization matters: When signing into Windows takes too long, Windows can activate the screen lock, and, by doing that, sign you out again before the initial sign-in is even finished! I now always have to move the mouse while looking at the login screen, just so I can reach the desktop 🫠

Lars Thießen reposted

For those not happy with the new "Home" tab from Unreal Engine 5.7.3, to remove the tab: == Edit: Engine\Config\BaseEngine.ini Section: [SystemSettings] Add line: HomeScreen.EnableHomeScreen=False ==

In Unreal its possible to set explicit widgets to target during gamepad navigation - but due to a bug only if those widgets were at least renamed once, otherwise they don't show up in the widget list o.O #ue5 #gamedev

Hey, I worked on that! 😍 Really glad to finally see it out in the open, a lot of hard work went into it!

Limbic Entertainment@limbicgames.bsky.social

A new pirate adventure has been revealed: Corsair Cove! Wishlist now to stay updated and be among the first to try the demo. https://store.steampowered.com/app/1368140/Corsair_Cove/ Coming later this year to Steam and the Epic Games Store. Your island. Your rules. Build anywhere.

Did some local changes in my local Unreal version to launch the UMG editor 3x as fast... But I'm not sure if it's worth it to clean up the code and triple-check potential issues to a degree that I can open a pull request. I already have 10 open ones just idling in the queue for ages 😖

Lars Thießen reposted

meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!

Whoop! 🥳 The first of the two described fixes just got merged and will be part of 5.8!

Lars Thießen@larstofus.bsky.social

It's been a while since my last Unreal Engine optimization article, so it's nice to have an impactful change to write about for my newest: Figuring out why the automatic asset reimport tanks the framerate (and how to fix it): larstofus.com/2026/02/14/t... #ue5 #gamedev #optimization #superluminal