GameDev Tools Weekly - Issue 14 — May 17th, 2021
GameDev Tools weekly made by Victor Stepanov
Technical Issues in Tools Development Roundtables
- Announcement
- Toolsmiths
- GDC
Reminder that Technical Issues in Tools Development is on the docket for GDC 2021, as well as the Tools Summit, which in particular has some fun stuff in store! https://t.co/sPEUgtlrsw
— Geoff Evans (@gorlak) May 7, 2021
Tools Design Roundtables
- Announcement
- Toolsmiths
- GDC
Join David Lightbown for the Tools Design Roundtables!
Tools Design Roundtable Day 1: Design
Tools Design Roundtable Day 2: Production
use AddressSanitizer to find bugs
- cpp
Finding Bugs with AddressSanitizer: Patterns from Open Source Projects | C++ Team Blog https://t.co/3N7vj7jdU8 by @KevinCadieuxMS
— C++ LibHunt (@CppLibHunt) May 11, 2021
Narrative scripting systems
- tools
— Yarn Spinner (@YarnSpinnerTool) May 13, 2021
header-only platform-independent utilities
- cpp
Not Enough Standards, my C++17/20 library for cross-platform utilities https://t.co/Nlr4I6Dcxq
— C++ LibHunt (@CppLibHunt) May 13, 2021
16M triangles model in the browser
- web
An interesting scan by @prague360: https://t.co/nvqamv0Z9F
— Dario Manesku (@dariomanesku) May 11, 2021
It's a 16M triangles model that you can view in your browser with smooth frame rate. Even on your phone! Check it out. It's hosted by @NiraOfficial.#photogrammetry #nira
Dion Systems
Just came across a PL/IDE experiment, "Dion Systems" at @handmade_seattl : https://t.co/jTYTRBZaRf
— Sean Grove (@sgrove) May 12, 2021
The presentation is great, and shows what editing code could be like. Very cool stuff!
h/t @mksh_io for sharing it after I shared @rikarends' makepad!
Get your ticket
Nice one! We're not far from running out of early birds already. The pent-up demand is palpable😅
— Handmade Seattle (@handmade_seattl) May 17, 2021
History of the Tool Palette
This is actually something I spent a fair amount of time looking into recently. I think MacPaint is a key early step, and this is how they tell it, but I actually saw at least one other earlier example so perhaps a case of convergent evolution.
— David Cole (@irondavy) May 15, 2021
Source: https://t.co/GyVgR13cH0 pic.twitter.com/VUGyZ2pn0x
I've gone looking for this on numerous occasions and have sadly never came across anything comprehensive. However, this visual charting the evolution (or lack thereof) of Photoshop's toolbar over the years is worth a mention:https://t.co/RW73Inv1R1 pic.twitter.com/iYIHOLIgtx
— Molly Mielke (@mollyfmielke) May 16, 2021
Adaptive tessellation
- editor
Adaptive tessellation. Still not completely watertight... but at least it isn't completely broken either! pic.twitter.com/iMxe4KfzKb
— Max Liani (@maxliani) May 16, 2021
This is just a Catmull-Clark subdiv. I am toying with a way to produce regularly spaced micro-polygons.
— Max Liani (@maxliani) May 17, 2021
It’s on the line of what a REYES renderer would tessellate, but I am aiming for a watertight result without T-junctions.
Box art tool
Man I really need to fix up the tool we used when setting up Hammerting. I call it unworstify because it removes the worst part of game dev. May not be entirely true 😅https://t.co/OV58BGM6tj
— Anders Elfgren (@Srekel) May 12, 2021
I believe it works but it desperately needs some documentation and UX.
Tiny Tools roundup
✨✨ it's done!! i've spent the last several months tagging 600+ open source, experimental and tiny tools towards joyful digital creation - and built a website for sorting through them:https://t.co/YR9vKhOeOL pic.twitter.com/ht0HcK0yAk
— everest (@everestpipkin) April 13, 2021
Scalable 3D GUI toolkit
Check out Seduce: https://t.co/hHiJbeLplH Its a immediate mode UI, that separates, time, events and graphics, and uses user provider void pointers as persistent ids. Been using the model for 10+ years and I love it. DM me if you want details.
— Eskil Steenberg (@EskilSteenberg) May 14, 2021
Collaborate in Blender
Ubisoft released a new stable version of their open-source collaboration add-on for Blender called Mixer:https://t.co/XGP7F5FTVR#blender3d #blender #b3d #gamedev #3dart #ub pic.twitter.com/n9VJUVkWO3
— 80 LEVEL (@80Level) May 12, 2021
Debug a C++ crash
- Our Machinery
Choose your own adventure blog with @niklasfrykholm “A Debugging Story” #GameDev #TheMachinery https://t.co/4Ir4BTZv7l
— Our Machinery (@ourmachinery) May 3, 2021
Generating Primitive Shapes in C++
Source: Graphics Programming weekly - Issue 182 — May 9, 2021 by Jendrik Illner
🔥 Hot Tools Jobs 🔥
Systems Engineer @ Telltale Games
Indy Ray posted in the careers channel
I have a role open too: https://twitter.com/ScatteredRay/status/1379154535462002690 Role can be adapted for more Senior or Juinor. Have tons of tooling work in Build or Animation.
Come work with me on systems on The Wolf Among Us 2 https://t.co/B0kHCulIHI Seniority and scope/focus can be tailored for the candidate. Have lots of work in Rendering, Animation, Tools and Build depending on interest! Happy to provide mentorship for more junior engineers.
— Indy Ray (@ScatteredRay) April 5, 2021
Senior Programmer - Tools @ Media Molecule
Amy Phillips posted in the careers channel
Senior Tools Engineer @ Infinity Ward
If you want to apply send a DM to Victor Stepanov
Software Development Lead - AR/VR Experiences @ The Walt Disney Studios
Nick Porcino posted in the careers channel
Senior Tools Programmer @ Tuque Games
Igor Rafael de Sousa posted in the careers channel
My team at Tuque Games, currently working on D&D Dark Alliance, is open for hiring a new Sr. Tools Programmer. We are located in Montreal but there is plenty of time to move here while we are working from home. There is no job posting yet but I’m happy to talk about my experience so far. You can reach out to me or simply apply via our careers page: https://www.tuquegames.com/career.
Tools Programmer @ Ready at Dawn
Joe Ferfecki
posted in the careers channel
#random
Quake postmortem
John Romero is giving a Quake postmortem at GDC 2021https://t.co/PVd0FhegnC
— Official_GDC (@Official_GDC) May 11, 2021
Origins of “mana”
On the Austronesian origins of “mana” in games:https://t.co/NsMiSoGeI5 pic.twitter.com/X7BYAsAhLJ
— David Cole (@irondavy) May 16, 2021
Direct Delta Mush Skinning Compression
Source: Graphics Programming weekly - Issue 182 — May 9, 2021 by Jendrik Illner
Paper: “Direct Delta Mush Skinning Compression with Continuous Examples”
— SEED (@seed) May 6, 2021
SEED’s team introduces a compression method into Direct Delta Mush to significantly reduce storage cost and improve run-time performance.
Download the paper and watch the video. https://t.co/UXZAK7plx3 pic.twitter.com/jnO7wR6qRT
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Credits:
Info gathering tech by Alexander Pirogov, Victor Stepanov
“Adjustable Spanner/Wrench” by CGWorker is licensed under Creative Commons Attribution .