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Wouter van Oortmerssen
@wvo
Starting new game studio! Prev. Wasm (LLVM) / FlatBuffers / games&VR at Google. Author of TreeSheets, PLs (Lobster, False, Amiga E..) and game engines (Cube..).
San Francisco, CAstrlen.comJoined February 2009

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My talk is ready to go for Monday! Come check it out if you want to hear my wacky thoughts on how programming languages and game engines best go together :) Also come ask Q's (or heckle) in Discord!
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T - 2 days for the first open virtual Rendering Engine Architecture Conference 2023 - June 5th and 6th! the schedule posted online: inearchitecture.realtimerendering.com/2023_conferenc and you can register here: docs.google.com/forms/d/e/1FAI) (Co-organised with: @stevemcauley, @kenpex, and Michael Vance.)
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This is a fantastic change.. it allows for >2GiB buffers without forking the format, allowing 64-bit sized things within an otherwise 32-bit offset world.
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"2 GiB FlatBuffers ought to be enough for anybody..." Introducing support for 8 EiB FlatBuffers (aka 64-bit FlatBuffers). That ought to be enough. github.com/google/flatbuf
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Giving a talk on why the intersection between game engine and programming language matters.. and why it is giving us a lot of development velocity in our engine (built on the Lobster programming language) at
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We now have our full line-up announced for the Rendering Engine Architecture Course 2023. Looking forward to seeing you all there! inearchitecture.realtimerendering.com/2023_course/
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Automatic "path building" by just specifying two end points.. uses a weighted A* to find a path with the least height differences, then uses the local voxel data to find the right stair pieces to place to make a functioning path
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We are particularly looking for someone who is is a good fit for the _direction_, i.e. that means someone who is fan of ray-tracing, voxels, the game play style, in-game editing, crazy custom programming languages, hardcore optimized / minimalist CPU/GPU code, etc. :) [9/]
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We have funding secured, which means I can pay people a decent salary (or contract rate, at your preference) from the POV of game dev companies, but we can't compete with Big Tech :) Fully remote anywhere on the planet (we have team members in North America and Europe) [7/]
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Code wise very focused on simple/small/fast. We have no space/time for grand architecture, we're doing a lot with little, and making the dream of "fully ray-traced" happen we need some very efficient code/shaders. The game still starts up in about a second in release mode. [6/]
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Gameplay wise our focus is on "user generated content" meaning easy editing and being flexible in what styles of play users can make happen in game, with influences from FPS, RPG and survival gameplay. Imagine a next gen "Fallout meets Minecraft" and you'd not be far off ;) [5/]
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The game is based on ray-traced voxels, by which I don't mean some RTX eye candy, but full end-to-end ray-tracing (currently in a pixel shader). No polygon in sight. The world is made from (and authored as) uniform blocks of voxels. Old tech-demo vid: [3/]
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Voxel raytracer now does arbitrary size/rotation sprites too! They're made from the same blocks as the world, and can be moved between world and sprite status easily. Physics of these things coming next :) Recorded with DOF for cinematic effect.
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I am ideally looking for a fairly experienced gamedev, since this person likely will need to be wearing many hats, all the way from gameplay to gnarly shader or C++ engine stuff. Quick summary of what we're building: [2/]
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