Randall Foster (@exitearth) 's Twitter Profile
Randall Foster

@exitearth

CEO & Founder of Exit Earth Entertainment Inc. Previously Disney, Ubisoft, Radical, Idol Minds #myownengine @kidbabygame (Programming in C99)

ID: 223016604

linkhttp://www.exitearth.com calendar_today05-12-2010 03:59:18

1,1K Tweet

397 Followers

661 Following

Panos Karabelas (@panoskarabelas1) 's Twitter Profile Photo

I've always admired people like that. I think the ability to persevere to such an extent usually stems from a difficult childhood, it either breaks you or makes you.

Łukasz | Wookash Podcast (@wookash_podcast) 's Twitter Profile Photo

Here is an inaugural episode of the series "guests code live" In this one anton mikhailov deals with Image Registration problem in C++ even though he's doing his best to sneak in C version as superior youtube.com/watch?v=7lOupI…

Kiaran Ritchie (@kiaran_ritchie) 's Twitter Profile Photo

I honestly thought it would take longer for retopology to get solved by AI. Would be an incredible tool if you can throw any mesh at it.

Tim Soret (@timsoret) 's Twitter Profile Photo

We are entering a new world. Media is now so fast to produce, that it has become possible to culturally accompany fresh news (< 24 hours). Until now, at best we had a little humoristic sketch in a news outlet.

Sebastian Aaltonen (@sebaaltonen) 's Twitter Profile Photo

Game developers are facing an interesting dilemma today. Do you spend one generation's worth of GPU performance advances on real-time lighting or not? That's basically what you get with fully dynamic ray-traced lighting. Real-time lighting has advantages, but the cost is severe.

Бранимир Караџић (@bkaradzic) 's Twitter Profile Photo

I published a blog post detailing my experience implementing the WebGPU backend for bgfx, including my current thoughts on WebGPU. bkaradzic.github.io/posts/webgpu/

Dan Greenheck (@dangreenheck) 's Twitter Profile Photo

I was tired of hunting for good looking tree assets that didn't cost a fortune, so I decided to make a tool to generate my own. 50+ parameters, direct export to GLB, 100% free. Try it out 👉🏻 eztree.dev

Kenney (@kenneynl) 's Twitter Profile Photo

Retro Textures 1 is out now! 🎉 Completely free to download and use in any of your projects. Includes 115 textures like walls, floors, windows, doors and much more! kenney.nl/assets/retro-t… (no tracking, no ads, no sign-up, etc.)

Retro Textures 1 is out now! 🎉

Completely free to download and use in any of your projects. Includes 115 textures like walls, floors, windows, doors and much more!

kenney.nl/assets/retro-t… (no tracking, no ads, no sign-up, etc.)
Harrison Faulkner (@harry__faulkner) 's Twitter Profile Photo

WATCH: U.S. Commerce Secretary Howard Lutnick lashes out at Mark Carney in Davos. "They have the second-best deal in the world, and all I gotta do is listen to this guy whine and complain?" Lutnick says Trump views Carney's speech as "political noise" for his reelection bid.

Бранимир Караџић (@bkaradzic) 's Twitter Profile Photo

“Floating-Point Printing and Parsing Can Be Simple And Fast” The fastest known floating-point printer and parsing algorithms - fixed-width printing, shortest-width printing, and parsing, all in 400 lines of Go. research.swtch.com/fp

AlphaFo𝕏 (@alphafox78) 's Twitter Profile Photo

It's not your imagination: Old video games DID look better in the past. Old games relied on old TVs to blur the images together, when viewed on a modern TV things dont look right -

Kostas Anagnostou (@kostasaaa) 's Twitter Profile Photo

Great post with nice visualisations and WebGL demo: "Surfel-based global illumination on the web" juretriglav.si/surfel-based-g…

Jettelly Inc. (@jettelly) 's Twitter Profile Photo

Ef996 shared a custom road system built in Unity inspired by Cities: Skylines 2, focused on fully dynamic intersections without node snapping. 🚧 See more: reddit.com/r/Unity3D/comm…

Brian Karis (@briankaris) 's Twitter Profile Photo

I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming. graphicrants.blogspot.com/2026/02/nanite…

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...
Florian Hoenig (@rianflo) 's Twitter Profile Photo

Here is a usecase of AI that nobody can hate really: Unbound SDF model, decimated and retopologized with Hunyuan3D looks flawless. There is no single classical algorithm that can do that. ☺️

Here is a usecase of AI that nobody can hate really:

Unbound SDF model, decimated and retopologized with Hunyuan3D looks flawless. There is no single classical algorithm that can do that.

☺️