Pedro J. Estébanez
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randompedroj.bsky.social
Pedro J. Estébanez
@randompedroj.bsky.social
•Veteran @GodotEngine.org contributor (a.k.a. RandomShaper)
•Console middleware lead eng. at @w4games.com
•Author of http://hellrule.com
•Songwriter, singer, guitarist
•Nightly retro QBasic gamedev adventurer
overflow-y: hidden;
October 23, 2025 at 11:29 AM
Just learned about std::ignore to tell the compiler you're ignoring a return value marked as 'nodiscard' on purpose.
en.cppreference.com/w/cpp/utilit...
August 7, 2025 at 6:32 PM
I was at the Madrid OXO Museum of the Videogame this weekend. I had a chance to play with the old glories as well as checking out some funny stuff.
July 27, 2025 at 8:17 PM
Would you guess which of the following icons (from GMail, in this case) I've learned to despise and ignore as much as possible?
July 21, 2025 at 9:38 AM
Also, kids, bear in mind that hanging up the phone is what you now refer to as 'end call.'
June 21, 2025 at 8:44 AM
Wow, I can never remember the precise command for this.
June 19, 2025 at 12:13 PM
Transferring...
#Switch2
June 6, 2025 at 8:36 PM
Rate our service by just clicking on a rating, right here in this email!...

OK, you clicked.

Now we have your attention, please spend a number of minutes you didn't intend to spend in filling a detailed survey.

#UXDesign
May 20, 2025 at 7:47 AM
Keep calm and carry on.
#cpp
May 6, 2025 at 5:41 AM
Copilot strikes again!
April 2, 2025 at 9:45 AM
Megatest of `thread_local` overhead across main compilers, architectures, linkages, and primitive/constinit const./regular constr.:
godbolt.org/z/he1cYsPo9

Results in the following skeet. 👇
April 1, 2025 at 11:48 AM
Finally, my 4 bpp PCX loader for my QBasic project works! 15 seconds to load the image below. Not too bad, but I'll try to optimize a bit. It's a good time to make a backup, by the way.
#retrogaming #gamedev #dos #msdos
February 11, 2025 at 11:14 PM
Captured by myself, the #qbasic Easter egg with the names of the team!
#dos #msdos #gamedev #retrogaming
February 8, 2025 at 12:25 PM
Since I'll use mode 7 (320x200, 16 colors), because of the nice 8 VRAM pages in VGA, I'm investigating the format of image used by GET/PUT so I can directly POKE to it if I need to.

#retrogaming #gamedev #dos #msdos
February 8, 2025 at 11:35 AM
Looks like I'm really kicking off my QBasic nostalgia project. Installing MS-DOS 6.22 on a Pentium@66 MHz emulated via 86Box running on Lubuntu on my just bought potato laptop.
February 6, 2025 at 10:11 PM
So command buffer pools in SwiftShader are not pooled at all. The implementation allocates on command buffer creation and on command insertion. Speed is not SwiftShader's main goal, but that's a bit unsettling anyway.
February 6, 2025 at 9:43 AM
Am I crazy if I'm buying a very compact FreeDOS laptop to relive my childhood memories, but with I what know now, by making a game with QBasic + NASM + DeLuxe Paint II, in the nights, when my kid is already sleeping, and later repack the result for redistribution on modern PCs?
February 2, 2025 at 4:28 PM
Many were asking for some sort of preprocessing in GDScript (#GodotEngine). I've implemented a simple but powerful approach to that.
PR: github.com/godotengine/...
Testing welcome.
January 27, 2025 at 10:36 AM
🤭
December 6, 2024 at 11:10 AM
Have I ever told you this is in the top drawer of my bedside table?

A CPU I enjoyed for a few years, an original Pentium@100MHz. (Well, not the very original.052134, if you get the joke.)
November 6, 2024 at 8:27 AM
GCC and Clang generate a more optimal instruction for an acquire barrier on ARM64 (`dmb ishld`—load-load, load-store) than MSVC (`dmb ish`—full).
November 4, 2024 at 5:43 PM
I may be giving a talk on multi-threading in #GodotEngine during the upcoming @godotcon.bsky.social. It may cover the internal threading machinery as well as the various ways the parallel processing power is exposed to user projects. 🤫
September 24, 2024 at 8:37 PM
My Direct3D 12 PR has been finally merged into @godotengine.bsky.social!
It only took 16 months. 😆 Since open, I've done lots of polishing and bug fixing.
It's already been running on W4 Games' customers' Xbox dev kits during Early Access.
And that's only the beginning...
December 12, 2023 at 10:02 PM
These images show the new incarnations of that code under the new design. 1) The agnostic RenderingDevice part. 2) The specific RenderingDeviceDriverVulkan part. As you can see, it's way easier to add support for new graphics APIs now. ➡
October 19, 2023 at 7:58 AM
Untangling the agnostic and the specific from RenderingDeviceVulkan has required surgical accuracy to determine the right boundaries to cut along. A good example is the logic to process a texture slot in a uniform set. The image shows a portion of the old, monolithic approach. ➡
October 19, 2023 at 7:57 AM