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danbolt

2,945 karma · joined September 12, 2014

http://danbolt.itch.io/
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danbolt··on Writing Efficient C++ Code (2013)
I’ve definitely been on teams where they ran the numbers, and found that they were mostly working with smaller containers, and std::vector was the way to go.

If you’re down to that sort of decision-making, you have to measure.

danbolt··on An update on Wayback Machine access
I’ve read a few different experiences with hosts having had success with Anubis to cut down on excessive scraping. One that comes to mind is the Dolphin project.[1]

I’ve read a few of those threads, but often it’s people at cross-purposes with the goals of Anubis. Is there a chance you could clarify the “not working” bit?

[1] https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-rep...

danbolt··on AI handles incidents, engineers lose touch with their systems
I sometimes wonder if the verbosity gives the LLM more “margin for error” when generating text that passes requirements.
danbolt··on Deus Ex creator Warren Spector is retiring from game development
Spector was in his mid-forties when Deus Ex was released, System Shock a few years before that.

I wonder if he’s an exception that proves the rule like you mention, or if his experiences in his youth working on tabletop games contributed to his design sensibilities in the 90s.

danbolt··on Deus Ex creator Warren Spector is retiring from game development
Part of me always felt the wacky setting helped with the player’s sense of anticipation.

Or, you’re always learning new things and encountering new elements, be it plot, interactions, or simply exploring. The replayability ends up feeling quite arcade-y too, trying for a particular outcome.

danbolt··on The sale of Electronic Arts has been finalized
It’s also worth noting that the EA studio that makes FIFA has been continuously doing so for over twenty years. It’s not being handed off between studios and rebuild operational expertise over and over.

If anything, FIFA was probably getting an incredible deal from EA given the cost of making AAA games today.

danbolt··on Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
Claire makes a good point about standards improving require people complaining about their faults. Those gripes affect the discourse!
danbolt··on Every postcard tells a story
I send around 20 a year. Checking the mail is relatively monotonous for people, so receiving one is like a lucky gacha pull in today’s world.

Since they’re so memorable, it’s usually an easy way to make someone’s day without much time, money or effort. There’s also very little scrutiny in what you write, so even an in-depth episode about sun glare at the bus stop goes a long way.

danbolt··on Microsoft fire idTech team at Id software
I think the big reason they get such good framerates is their conservatism with shader counts. A staff member mentions that in an interview with DigitalFoundry for Doom: The Dark Ages. I wonder if their in-house technology made such restraint easier.

Compared to other engines, making a new material asset is easy for someone less technical to do willy-nilly.

danbolt··on Resetting Xbox
You’re certainly right, especially for the AAA games coming off the presses, but it’s not always true with certain indie games, especially if they’re doing a physical print run long after publishing.

You can occasionally get one where a very final version copies straight off a PS5 disc.

danbolt··on Changes to Our Contribution Policies
If that were the case, I think we would have already seen a turbocharged AI fork of Godot by now.

Or, if the machine-generated programming is that good, it shouldn’t be prohibitively difficult to surpass the handwritten version.

danbolt··on GTA 6 Physical Copies Won't Include a Disc, Will Just Be a Code in a Box
> In my opinion, disc based games have been a ridiculous way to sell modern games because they are physically incapable of storing the amount of game data required for modern AAA games

I’ve worked on a few AAA games with large install sizes, and I personally don’t believe this to be true. Or, I think it’s due to a lack of financial/organizational incentive to skim things down. The cost of storage and distribution is offloaded to the digital marketplace and consumer. Nobody’s KPI is tracked to the download size.

In projects of that size, you’re often trowling through a big proprietary graph of assets. This might be akin to UE’s reference viewer, or maybe less sophisticated. It’s hard to do and very unlikely to be on the roadmap.

danbolt··on Steam Machine launches today
I don’t have a horse in the race and I’m speaking from ignorance, but I noticed that Valve’s offering only requires 300W of power. That sounds very appealing for the sort of games I play.

Would it be difficult to make a PC with a similar power/performance profile?

danbolt··on Hey, n00b, we didn't hire you to complete tasks
This is often win-win as the junior ends up with a robust list of resume bullets that help push their career forward.
danbolt··on Lore – Open source version control system designed for scalability
Reconciling is my least favourite part. It always feels like everyone’s checkout is a unique blend of local files and permissions you have to fix up now and then. It can be hard to keep track of how much one’s deviated.

I can understand how git isn’t always appropriate for less technical workflows and large file sizes, but p4 pain is its own character.

danbolt··on Web Browsers on Video Game Consoles
I remember the Wii U browser’s MP4 playback being surprisingly helpful. Running the `http-server` npm package, I was able to get video from my laptop to the TV in a pinch.

Adding in Handbrake, it wasn’t that bad of a setup!

danbolt··on Changing how we develop Ladybird
I’ve seen bounties for re-adding C# to web exports to Godot 4. [1] It’s something that’s had some technical roadblocks for the engine’s developers, and looks like it might take a bit of time. [2]

There tend to be a lot of drive-by AI PRs attempt to “re-add” the feature, often not quite addressing the situation comprehensively. It seems like a bit of a local minima trap for the bots. [3]

[1] https://app.opire.dev/issues/01J8YJ06HPSY7ZAMAW08T83YBD

[2] https://godotengine.org/article/live-from-godotcon-boston-we...

[3] https://github.com/godotengine/godot/pull/119972

danbolt··on Having your insulin pump die while you're on vacation
I don’t have diabetes, but I’ve heard from people with T1 that Welch’s work well for the reasons you mentioned.

When I browse the candy aisle at the store, I often wonder if certain treats tend to be better than others for administering glucose. In your experience, are there ever certain properties of candies that are more useful than others?

danbolt··on I believe there are entire companies right now under AI psychosis
I’ve noticed something similar with vibecoded game rendering logic submitted by peers. Sometimes it will be peppered with extraneous checks for nullptr, or early returns on textures that have zero size.

I often wonder if it’s the statistical nature of the LLM mixed with a request in the prompt.

danbolt··on The Claude Code Source Leak: fake tools, frustration regexes, undercover mode
Please elaborate, poopmonster! What sort of skills are required to expertly use an LLM?
danbolt··on The gold standard of optimization: A look under the hood of RollerCoaster Tycoon
Yeah, I’m quite surprised at this comment. Commercial video games are mass-produced products, and as much as I dislike designers being bogged down in technical minutiae, having a sense of industrial design for the thing you’re making is an incredible boon.

Fumito Ueda was notably quite concerned with the technical/production feasibility of his designs for Shadow of the Colossus. [1] Doom was an exercise in both creativity and expertise.

[1] https://www.designroom.site/shadow-of-the-colossus-oral-hist...

danbolt··on Wayland set the Linux Desktop back by 10 years?
I’ve been using COSMIC on a spare laptop, and enjoying it, but I’m stuck on 22.04 until their Iced rebase finishes and have IME working. [1]

Making a new DE plus compositor is a lot of work, but I do hope it works well for the Pop_OS developers.

[1] https://github.com/pop-os/cosmic-epoch/issues/2174

danbolt··on Canada's bill C-22 mandates mass metadata surveillance
Can you elaborate on what you mean by “organized criminals”? I hope you’re not poisoning the well!

I ask this as someone who has no love or support for the Liberals.

danbolt··on Hollywood Enters Oscars Weekend in Existential Crisis
I’ve only seen that movie on an old MacBook about a decade ago, but I can certainly believe it’d be a treat seeing it the way you mention.

Funny enough, I want to see a version of Chungking Express that feels processed to look like an early-2000s digital camera.

danbolt··on Labor market impacts of AI: A new measure and early evidence
My unfounded hunch for the computing bit is that home computers became more and more commonplace in the home as we approached the 21st century.

A Commodore 64 was a cool gadget, but “the family computer” became a device that commoditized the productivity. The opportunity cost of applying a computer to try something new went to near zero.

It might have been harder for someone to improve the productivity of an old factory in Shreveport, Louisiana with a computer than it was for the upstarts at id to make Doom.

danbolt··on Seed of Might color correction process (2023) [pdf]
Super Mario 64 is a video game that’s had a lot of rereleases, both official and unofficial. I sometimes wonder if the most people who have experienced it did in a way that wasn’t like the original Nintendo 64. The Switch version sold almost as many copies. As a kid, I beat it with arrow keys on an emulator in 2001.

When I read the responses to this document, I wonder if Dragon Ball is the same, where the collective nostalgia is actually quite diverse.

danbolt··on Happy Zelda's 40th first LLM running on N64 hardware (4MB RAM, 93MHz)
Can you elaborate on the “partially correct” bit? I’d like to understand the programming of the ROM better.
danbolt··on Happy Zelda's 40th first LLM running on N64 hardware (4MB RAM, 93MHz)
I think the source code in the GitHub repo generates the ROM in the corresponding screenshots, but it seems quite barebones.

It feels very much like it’s cobbled together from the libdragon examples directory. Or, they use hardware acceleration for the 2D sprites, but then write fixed-width text to the frambuffer with software rendering.

danbolt··on AI adoption and Solow's productivity paradox
What’s the game? Genuinely curious!
danbolt··on Age of Empires: 25 years of pathfinding problems with C++ [video]
My first job out of school was on one of the HD expansions at SkyBox Labs. It was mostly grunt feature work and desync fixes, but I remember that some of the handcoded ASM from the legacy pathfinding had been one-to-one translated to C++.

I always wondered if that contributed to the pathfinding regressions that were talked about online. Or, you learn about compiler-induced accidental UB in school, and part of me wondered if something was happening there.

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