Agentlien

Joined 11 years ago

Karma
2,945
Submissions
925
Member since
Jul 27
Senior Software Engineer at 505 Games.

My main interests and experience are in graphics programming and performance optimization.

https://agentlien.github.io

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Recent submissions

Comment · 1 day ago
I know I've got deuteranopia. That doesn't help. I still can barely see the difference. What would have helped is picking two colors which weren't so close for people with such a common issue.

What frustrates me is that this has happened even with color coding in video games where I myself was part of the UI team and flagged the issue a year before release. (Need For Speed, 2015)

Comment · 1 day ago
It's fun but I can barely see the difference between the horse and donkey colors which makes it really hard.
Comment · 5 days ago
Looking forward to seeing it!

What's the production cost of this per key?

Comment · 5 days ago
I like the idea but I could only find an image of two keys. It would be great to see a demo of a full layout. With only two keys it's a very early POC and hardly a keyboard.

Does communication work well and feel snappy with a full set of keys? How is the structural integrity of a full one? Can it be easily moved around? That type of questions could easily make this unusable at scale.

Comment · 9 days ago
For a professional project with at least 30+ developers the complexity of using Unreal is necessary and on par with any competent engine. In fact, I feel it is often much easier to do things well in Unreal.

I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.

I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).

Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.

I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.

Comment · 9 days ago
I worked on three of them! While there are some serious issues with Frostbite and everyone loves blaming it for everything, its role in sabotaging huge projects is definitely overblown.

There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.

That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.

Comment · 10 days ago
I was at another EA studio when BioWare released Andromeda and Anthem. Got to play an early closed beta of Anthem, heard lots of details about Andromeda's development as it was happening. As a huge fan of their games it felt crazy and very sad.

However, The Veilguard to me was amazing. I loved that game and it's my favorite Dragon Age.

Comment · 10 days ago
As someone from Gothenburg, Sweden (often referred to as gbg) I shall answer:

A private key is a tiny number you don't need to share publicly because it is easy enough to guess.

Comment · 14 days ago
I've been working in C++ using VS for about 15 years and for as long as I've remembered my heuristic has been that if I get a breakpoint the offending instruction is on the line above what was reported.
Comment · 16 days ago
As a parent a large part of my responsibility is making decisions and regulation about how they are allowed to interact with trends and technology I barely understand.
Comment · 19 days ago
This sounds cool but a few issues make me suspicious.

The narrative makes it sound like boundless RSI but the actual content is only about training agents to collaborate efficiently by improving communication. That seems like a dimension and approach with limited potential for improvement. I also find it very suspicious that a paper on RSI would stop after just two rounds.

Comment · 21 days ago
As someone who worked at a AAA studio which delivered a beloved and financially successful game and then was shut down I find this comment almost as cruel as it is funny.
Comment · 24 days ago
Of course, and even good randomness can be reverse engineered like this:

https://gegell.github.io/posts/factorio-rng/

My comment was mainly a joke. Since my work is primarily with performance and graphics, I rarely use any proper RNG and usually only need cheap things which look random enough at first glance.

Comment · 24 days ago
My last name is Kvick - the Swedish word for quick. I live in Sweden. I get a lot of people thinking my name is spelled Kvik, Quick, Kwick, ... My father once got a mail addressed to Mr. Kvack (Swedish for quack, like a duck).
Comment · 24 days ago
I think this is interesting theory and fun to read about. If I was actually working with cryptography this would seem immensely important. I would also be arguing vehemently online about the std implementation of Mersenne twister and worrying about people analyzing bulk traffic with advanced scripts scraping a hundredth of a bit per sample.

But, I make games.

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