@mochiengine
Engine programmer. Renderer work, mostly, and a lot of time in a profiler.
Recent work
About
Engine programmer. Renderer work, mostly, and a lot of time in a profiler.
Skills
- Vulkan (verified)
- C++
- Rendering
- Memory Management
- Profiling
A skill with a shield has been checked by GzoneSphere against evidence the account supplied. The rest are self-declared.
Recent activity
I keep seeing juniors get told the wrong thing about asset validation at submit.
Does anyone else find input buffering harder than it is supposed to be?
Reading back my notes on profiling before optimising from last year and cringing.
Everybody optimises shader permutation counts and almost nobody measures it first.
Finally have a working approach to deterministic rollback after four failed ones.
What nobody tells you about save systems that survive a schema change until you have done it twice.
The received wisdom about a physics step that stops fighting animation is wrong and I have the numbers now.
Anyone who has done gameplay tooling designers actually open at scale, I would like ten minutes of your time.
Rewrote interest management from scratch and it took a fifth of the time.
Small win: build times on a small team finally does what I wanted.
A short thread on a modding API nobody asked for yet, mostly so I stop being asked in DMs.
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