Not only 1999 prevents humans from becoming too advanced and invent new AI again, it is a believable and comfortable era. A perfect time, perfectly balanced between analog and digital.
6,005 karma · joined July 9, 2012
Not only 1999 prevents humans from becoming too advanced and invent new AI again, it is a believable and comfortable era. A perfect time, perfectly balanced between analog and digital.
If you do that, please share a link so I can learn from you! This is awesome!
DarkRadiant is open source, cross platform level editor for The Dark Mod and other idTech4 games like Doom 3, Quake 4 and Prey. It is a lot of fun to add features that make level designers more productive. I would like to invite anyone that is curious about wxWidgets, CSG and game dev to join us.
If you are a designer, we could definitely use a new icon set.
Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome.
Codex/Claude Code are terrible with C++. It also can't do Rust really well, once you get to the meat of it. Not sure why that is, but they just spit out nonsense that creates more work than it helps me. It also can't one shot anything complete, even though I might feed him the entire paper that explains what the algorithm is supposed to do.
Try to do some OpenGL or Vulkan with it, without using WebGPU or three.js. Try it with real code, that all of us have to deal with every day. SDL, Vulkan RHI, NVRHI. Very frustrating.
Try it with boost, or cmake, or taskflow. It loses itself constantly, hallucinates which version it is working on and ignores you when you provide actual pointers to documentation on the repo.
I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php
We are not sleeping on it, we are actually waiting for it to get actually useful. Sure, it can generate a full stack admin control panel in JS for my PostgreSQL tables, but is that really "not normal"? That's basic.
I've been recently working with Opus 4.5 and GPT-5.2. Both have been unable to migrate a project from using ARB shaders to 3.3 and GLSL. And I don't mean migrating the shaders themselves, just changing all the boring glue code that tells the application to use GLSL and manage those instead of feeding the ARB shaders directly.
They have also failed spectacularly at implementing this paper: https://www.cse.chalmers.se/~uffe/soft_gfxhw2003.pdf
No matter how I sliced it, I could not get a simple cube to have the shadows as described in the paper.
I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php
As well as the official notes that explain the engine differences: https://fabiensanglard.net/doom3_documentation/DOOM-3-BFG-Te...
I did that because, well, I had ported this job system before and knew it was something pretty "pluggable" and could be implemented by an LLM. Both have failed. I'm yet to find a model that does this.
Have you tried to do any OpenGL or Vulkan work with it? Very frustrating.
React and HTML, though, pretty awesome.
Linus also brought this up: https://lkml.org/lkml/2021/4/14/1099
You could call it Lightweight Scaleform. This same codebase was used in RAGE.
That's huge. I wish LuaJIT adopted this, or at least added a compile time flag to enable it.
In particular, this fork: https://github.com/RobertBeckebans/nvrhi which adds some niceties and quality of life improvements.
software renderers are so much fun.
The idea is that it builds on 64-bit Linux with a very simple Makefile and SDL2, so you can start from there as your ground truth, and then have fun. It also removes a lot of cruft, like all the DOS and Windows 95 stuff mentioned in the article.
The topic of "middleware" often comes up, as an excuse for them not being able to open the source. Well, just remove any third-party libraries and middleware, even EA did it with their C&C open-source releases. The C&C release did not even compile, but that did not stop the community from porting to Linux and other platforms, as well as modernizing the source and creating replacement libraries.