Benjamin Cutler

Benjamin Cutler

@uraniumanchor.com

Donation Tracker Programmer for Games Done Quick. Formerly of Team Phobic.

169 followers84 following169 posts

So I forgot I pre-ordered one from Fangamer months ago when I bought one at PAX... and now I have to figure out which one is the original and which one is the clone.

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I just finished rewatching it and I have zero idea where it's getting this from. I barely even say anything during the video, and I certainly don't say anything that could be construed as self harm or eating disorders, even as a joke. I'm going to just blame AI for this, frankly.

If you want a Crazy Taxi vibe without GenAI, get this instead. Seeing it in action at PAX convinced me.

Benjamin Cutler reposted

#PAXWest 2026 FINISH!!! We're so thankful for everyone who came out to the Speedrun Stage or watched online this weekend!! And thank you to @officialpax.bsky.social for having us once again and to all of our staff and runners for making this event possible 💙

Also, slight addendum to the comment about the original Kindle Fire: It -could- support multitexturing beyond 2 units, but only if you were using shaders. And OpenGLES2 was much like OpenGL's core profile, in that you couldn't mix in fixed-functionality at all...

...which would have meant rewriting thousands of lines of OpenGLES1 code. Which is more or less what I've -been- doing, 14 years later. Except Vulkan instead of OpenGLES2.

Took me a few days to actually get around to this as I was working on simpler parts of the code, but got it on the second try (got the alpha masks reversed the first time around). #gamedev

For those curious, it's nothing -too- complicated, just two overlaid alpha masks, one top cap and one that repeats for the rest of the vertical space. Then the color map takes the average of two copies of itself, though it uses two sets of coordinates that scroll at different speeds and directions.

I'm measuring progress on my current Vulkanization work based on how many blocks of OpenGL code I had to comment out. 4 days ago I was at 189. Right now I'm at 148. I sorta wish I use it as is, but it's pre-shader OpenGL, which is much harder to debug with modern tools than Vulkan. #gamedev

Also OpenGL that old is just flatly incapable of a lot of visual niceties that I can basically get for free as part of this modernization. Also this code has a lot of direct and redundant OpenGL state fiddling, so moving it to be using proper Vulkan state management ends up being -less- code.

One of the other goals of this is to remove anything API-specific out of the entity code, and encapsulate it into things like proper mesh and material management. Some of this code was/is directly poking at Vertex Array state as part of its draw ops and that's a great way to have state leaks.

Finally starting my journey home. Passing through Iowa and stopping in Lincoln to sleep before I get home some time tomorrow afternoon. Farewell #SGDQ2026, see you again next year.

Benjamin Cutler reposted

🏁TIME🏁 #SGDQ2026 has raised a total amount of $2,408,701 for @doctorswithoutborders.org!!! Thank you to everyone who made this marathon possible, and to all of you for your amazing generosity & support. 💙 See you next time at #AGDQ2027!! WHEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!

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Benjamin Cutler reposted

If you told us 16 years ago we'd be sponsoring a charity event... well, we would have been ecstatic! Iddy Biddy Games is pleased to be sponsoring #SGDQ2026 and Doctors Without Borders! There's still plenty of speedrun goodness left this week, but me sure to check out our page on Steam when you can!

Games Done Quick@gamesdonequick.com

Thank you to @iddybiddygames.com for being a #SGDQ2026 sponsor!! Bounce your way through dozens of challenging platform levels in Bounce On and sign-up to playtest Bounce On 2 later this summer! Bounce On: store.steampowered.com/app/4394300/... Bounce On 2: store.steampowered.com/app/4662700/...