Jacobers_COM (@PixelpulseG) header
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CS student | Building Cast - Engine.

Gainesville FL
Joined July 2024
Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)Photo by Jacobers_COM (@PixelpulseG)
I will retire my mom. This is my Everest.
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Moving away from VS is a pain but Im working on getting better at not relying on it so much
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Jacobers_COM retweeted
Why is everyone asking me, "Why do this and why not that?" I know I can use dynamic arrays in Odin. I did it in C just because I can. It's more fun. Computers are beautiful machines. Why do you want to restrict yourself to one language, one framework, etc.? Screw that. Go wild. Do whatever you want. Experiment. Next, I'll make a custom allocator in C and use it in Odin to make new allocations. Then I'll create an interpreter for C in Python. Who cares? And why? BECAUSE I CAN. YOU CAN TOO. DO IT.
Replying to @v0xium
Wait, what? Why don't you use odin's dynamic array?
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Really hating this. The game is great.
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Jacobers_COM retweeted
IT TALKS I played with Odin + Raylib for two days and came up with this beauty.
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I’ve recently seen a lot of people bitching about unity and unreal engine and how gaming is taking a diving. I disagree. I think the skill wall for making games is going back up. Which is good and bad. Good because people that want to craft games need to build good software
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Bad because people that just want to craft games have to use these engine, but I’ve always believed that creating a game should be personalized to the team. Engines can do a good job at that, but will not come close to creating your own engine for your team.
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Made my first video today! It was more like a live stream because I kinda go live on YouTube till tomorrow but I did it! Just me coding and working on simple stuff for my UE game. I plan on recording work I do for my frame work tonight as well!! Super excited
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I also have a lot of writing planned for the next few months!
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Doing a bit of a dive on RAII for C because I don't want to use constructors in my frame work and I found this blog going over some topics I didn't know about in C. Mainly the cleanup attribute that's part of clang and gcc compilers. Its a good read
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FINALLY MIMIC BONFIRES
Work in progress, but I had an idea...🔥
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Jacobers_COM retweeted
Huh, they're also removing the option to use C++ for gameplay.
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Been thinking about live streaming development progress. Feeling caught between sticking to writing or making videos. I feel videos would be more beneficial to get myself out there but people did it before so why can’t I? Just a thought.
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Jacobers_COM retweeted
I hate this kind of thinking so much... Fuck this normalization of AI code. You don't *have* to use AI for code. It's not "impossible", it's not "we forgot how...", jeez. Some libraries like SDL, stb, Love2D and tools like RenderDoc have strong anti-LLM policies even!
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I feel this type of stuff is just common sense. Using AI to help search niche topics, is the best use of AI. It’s just a tool. Using AI to build applications is a waste of time and effort, but we are doing it to our selves.
HOLY: Anthropic's Claude Code engineer Addy Osmani is warning about a brutal AI paradox: the more coding you hand to agents, the more you risk losing the very skills needed to supervise them. He calls it "cognitive surrender." AI-generated code looks pristine, tests pass, and engineers start approving work they no longer understand. Anthropic's own research warns: "supervising Claude requires the very coding skills that may atrophy from AI overuse." Osmani makes a striking observation: "When you're producing more than you can stand behind, you're no longer reviewing. You're hoping."
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I'm pretty happy without how textures are generated. I now need a way to keep track of all textures being loaded so I can destroy them when needed, but that will come. Next is sprite rendering, and input.
I have textures rendering within my game frame work now. I did a lot of rewriting that I will go over in a blog post next week, but this is the lovely function that does all of the work. I pass in the Uniforms name in the generate texture to tie them together!
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I have textures rendering within my game frame work now. I did a lot of rewriting that I will go over in a blog post next week, but this is the lovely function that does all of the work. I pass in the Uniforms name in the generate texture to tie them together!
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