Andrey Viktorov (@aviktorov) 's Twitter Profile
Andrey Viktorov

@aviktorov

Game Developer, Musician, Co-founder @ Siberian Game Jam, prior: Senior Engine Developer @ Unigine, Game Developer @ Sigma Team

All opinions are my own.

ID: 150137800

linkhttps://soundcloud.com/aviktorov calendar_today31-05-2010 05:18:56

7,7K Tweet

349 Takipçi

79 Takip Edilen

kshitij vaze (@vazekshitij) 's Twitter Profile Photo

MALLOC in C by Dan Luu is the best thing I have read about OS and low level code. I beg you lot to take a look, and try this out. I don't care which OS you are on, get a VM if you have to, but do this one lads, you'll love it. danluu.com/malloc-tutoria…

Crayz (@crayznotcrazy) 's Twitter Profile Photo

Experimental "No Graphics API" path tracer - PTX to instruct the GPU. No OpenGL, VK, DX (no graphics api) - No tris/verts, only planes - Bindless, raw pointers to scene data Maintainability 1 out of 10, but I do enjoy breaking free of graphics APIs and their paradigms.

Kostas Anagnostou (@kostasaaa) 's Twitter Profile Photo

"State of GPU Hardware (End of Year 2025)", good summary of GPU feature support vs market share asawicki.info/articles/state…

Mike Turitzin (@miketuritzin) 's Twitter Profile Photo

I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!

I just released my video about the engine (and game) I've been working on.

The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.

Link in the reply!

This is my first YouTube video and it took forever - please repost!
Alexander Tuzhik (@alprog_) 's Twitter Profile Photo

В 2013 я записывал большую серию интервью с геймдев-студиями Калининграда, но так и не смонтировал. Пилим, Трём недавно сняли фильм памяти о Кранке. И туда вошло моё интервью с Андреем как бонус. Кранк был важный человек в моей жизни. Посмотрите. Душевное youtube.com/watch?v=7Ea9Nf…

Noclip (@noclipvideo) 's Twitter Profile Photo

🚨NEW DOC ALERT🕹️ Our Disco Elysium series continues with a 72 minute deep dive into Writing. From how characters were created, to the tech the team used, the collaborations between writers and editors, and the struggles they had along the way. WATCH: youtu.be/fpjHZc9bbFk

🚨NEW DOC ALERT🕹️

Our Disco Elysium series continues with a 72 minute deep dive into Writing. From how characters were created, to the tech the team used, the collaborations between writers and editors, and the struggles they had along the way.

WATCH: youtu.be/fpjHZc9bbFk
Simon (@iced_coffee_dev) 's Twitter Profile Photo

If you need to lerp scale/zoom, then you'll want to use this transform trick. In this case, transform to log space, lerp, and transform back. You can see the animation on the left seems to accelerate/decelerate more abruptly than the one on the right.

Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

Two level bitfield approach for sparse index. You can inner join these super efficiently. Fast empty space skipping (21845 elements per cache line at top level). Binary AND + tzcnt loop. Lower bit mask + popcnt for index calc. We already used this trick 12 years ago at Ubisoft...

Two level bitfield approach for sparse index. You can inner join these super efficiently. Fast empty space skipping (21845 elements per cache line at top level). Binary AND + tzcnt loop. Lower bit mask + popcnt for index calc. We already used this trick 12 years ago at Ubisoft...
Daniel Hooper (@danielchooper) 's Twitter Profile Photo

I wrote a UI library in C that can lay out 95000 items at 60fps. The library is 566 lines of C, and the application-specific ui code is 998 lines. Works on mac, windows, and linux.