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Hello everyone. I do a bunch of things for SPIR-V (the shader language for Vulkan). I'm the working group chair and my team maintains SPIRV-Tools and Shaderc. AMA. (Can't promise to be super-responsive, etc.)

I'm also involved with WebGPU where choice of shader language is ... unsettled. I'd like to pick your collective brains about that some time.

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Are you a US-based with a complete or nearly complete PC game?

We're excited to have partnered with Intel to bring you a contest with awesome prizes including marketing, a distribution and publishing meeting, hardware, and more!

Check out the full details:
gamedev.net/contests/rgoiconte

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Here's my first rough take on Zone of Influence open world design:

youtu.be/2-qoa6GFdss

#gamedesign #leveldesign #openworld

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Model organic shapes (such as creatures) quickly and easily with the Skin Modifier in Blender:
gamedev.io/yhG9N

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Looking for a good explanation of quaternions? Check out this great explanation and examples:

eater.net/quaternions

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I would love to publish the actual numbers and details someday, but for now, here's a handy tip I learned the fun way from Guild Wars 2: if you use precompiled headers for C or C++, structure them carefully and monitor how much disk IO is spent reading and writing them in an average build. You may be horrified.

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Was experimenting with an idea to make concepts or reference images when I'm away from my computer. I think it's going to work well.

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I've been a part of this project since it was in pre-production/protytping. But I can finally say that Sword of the Stars: Pit of Doom is going to be in Early Access soon!

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