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Dominic Szablewski
@phoboslab
phoboslab.orgJoined March 2008

Dominic Szablewski’s Tweets

Fiddling with the leaked WipEout source. It may not look like much, but getting this thing to compile and run on x86-64 was a royal pain. Rendering is in OpenGL, but all transforms still in software, hence the wobbliness.
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For a fixed size array of objects, you can maintain two arrays of pointers to keep track of active/free ones. Seems a bit easier (and more efficient?) than a linked list and is always O(1) unlike a scan through the objects array. Does this pattern have a name?
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As proposed by some people on my last tweet, just copying the actual particle storage in-place is both simpler and faster than maintaining a separate index or ptr array. This stays true even when the object size is increased to 1kb. memcpy() is fast!
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I love this project so much! The pure positive energy SerenityOS brings to the tech world is immeasurable. Great work everyone and a happy new year!
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Replying to @awesomekling
Update: Tim Flynn tracked down the red line and got it fixed! github.com/SerenityOS/ser We can now render a perfect Acid2 Guy in Ladybird, with hours remaining of 2022 😅🐞🌍
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Replying to
Interestingly the game doesn't use a depth buffer. Instead, polygons are sorted into one of 8192 bins, based on their z-coord. Rendering is simply back to front. It's a re-implementation of the PSX LIBGPU's Ordering Table.
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I re-ran all the benchmarks from yesterday to write to /dev/null, so it doesn't measure disk writing speed. QOA was the fastest format to decode (probably because ffmpeg has quite a bit of overhead – but still!).
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Wohooo, 1st place! Thanks again to for the awesome soundtrack! This year's #js13k had some crazy ambitious games and I can't wait till next year. Congrats everyone!
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HERE ARE THE #js13k 2018 WINNERS! 2018.js13kgames.com/#winners @phoboslab, @dhmstark, @elliotnelson, @ryanmalm, @f_oatley, @sirxemic, @regularkid CONGRATULATIONS! #gamedev
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In the process of rewriting all fixed point maths to float in wipEout. This function had me stumped for a while. It's trying to project a point to a line (to center the camera on the track), but it only sorta, kinda works because there is an int32 overflow in the cos_alpha calc!
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Building a UI in SerenityOS is quite liberating! No need to care about any styling. The VideoPlayer is coming along nicely, but I still need to figure out audio playback.
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Received lots of great feedback for QOA including some cool ideas to improve the quality. Should have launched this sooner; the hive mind is way more knowledgeable than I could ever be!
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Probably the most elaborate game ever made with Impact (it's still in there, deep down, right?). Congrats, - CrossCode looks fantastic!
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After ~7 years of development "CrossCode" is now available for PC! >2D Action RPG w/ SNES-inspired 16-bit #pixelart >Developer: @RadicalFishGame | Publisher: @Deck13_de Trailer: youtube.com/watch?v=zuN-5y Steam: store.steampowered.com/app/368340/Cro GOG: gog.com/game/crosscode
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The things you dig out form your parents’ basement. Schneider EuroXT, 8086 from 1989 with a beautiful amber monochrome CRT. BIOS battery was empty, but it still runs flawlessly, HDD and all.
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Cool experiment using QOI for video (demo only seems to work in Chrome, for now) This is something I still want to explore myself, too. Maybe with block based motion compensation in I-Frames this could become competitive?!
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QOV Fast lossless video encoding based on QOI github.com/wide-video/qov
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This is so cool! You can now get a hardware QOI en-/decoder for your ASIC or FPGA. My understanding of these things is quite limited, but it seems to be very attractive in terms of compression ratio vs. die area, power consumption and throughput. Very exciting!
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@phoboslab We are excited to be launching hardware encoder & decoder IP cores for your awesome QOI format: cast-inc.com/compression/lo PR & a compression benchmarks white paper coming soon.
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Some benchmark results of QOA vs. other codecs (using ffmpeg) with a 2h43m audio file. Not too bad. Worthwhile tradeoffs between file size and decode speed.
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Replying to
Not to be apologetic of this weird idea, but you don't *have to* do that. $foo = function() { echo "bar"; }; function twice($f) { $f(); $f(); } twice($foo); works just fine. Calling functions by name is the PHP4 way of doing this.
I have now unfollowed a few people who's tweets I enjoy because Twitter keeps insisting to also show me which tweets they liked. I DONT FUCKING CARE. Where's the option to turn this shit off ?
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I love what you are doing and I feel honored that you even considered a QOI implementation <3 Many of my experiments with QOI looked a lot like that. So much fun to get it right, piece by piece :)
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Started working on that no-dependencies, single-file mpeg1 decoder. Setting up an OpenGL project on Windows for testing is still a major pain; settled for SDL and GLEW now.
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