Indy Ray
scatteredray.bsky.social
Indy Ray
@scatteredray.bsky.social
Graphics Programmer at Telltale Games. Previously Amazon, LucasFilm and FunBits. he/him.
Just even having DXC as it is now, including SPIR-V support is huge!
October 15, 2025 at 5:09 AM
I'm for building tools that support a small agile team, of maybe 10-20, with room to grow. In my opinion, the main reason to build something new, is to focus on iteration speed.
For code to pull in, it's all the little things that are huge, OpenEXR, OpenUSD, imgui, volk, DXC, etc.
October 15, 2025 at 5:08 AM
Yeah. If you turn off TAA and most of the temporal algorithms, I find those are the biggest contributors to the "Unreal look"
September 7, 2025 at 3:47 PM
I remember this was one of the guiding principals when we were working on The Witness. Puzzle adventure games became such an interaction hunt, for The Witness Jon decided that all interaction should be a clear and fixed set of things.
September 3, 2025 at 3:43 PM
?
July 27, 2025 at 6:00 AM
Uhh...

I'm in San Francisco, and while Waymo is a real thing, tons of Uber and Lyft, and I've not once seen robot food delivery in this city.
June 24, 2025 at 6:09 PM
I'm so sorry. Godspeed.
June 16, 2025 at 5:09 PM
Yeah, I mean it makes good no thrills drip coffee. But it's not going to like change your life if you don't prefer drip.
June 3, 2025 at 3:36 PM
Do you have a link? I'd love to read more specifics
May 30, 2025 at 2:55 PM
What? This seems made up?
May 29, 2025 at 2:01 PM
That makes sense to me. Coroutines are a special beast.

If anyone else is checking out UE5 coro libs, I also want to throw SquidTasks out there as a great coroutine library with UE5 integration: github.com/westquote/Sq...
GitHub - westquote/SquidTasks: C++14 coroutine-based task library for games
C++14 coroutine-based task library for games. Contribute to westquote/SquidTasks development by creating an account on GitHub.
github.com
April 23, 2025 at 1:52 PM
But not for console SDKs, console ports are something you can always solve with enough will. I think I've seen a UE3 release on a new console recently. Ports are a fixed product and a fixed target. That's manageable IMO
April 21, 2025 at 1:29 AM
As a counter-point. Everytime I've been on a game that decided to freeze our version too early, I've always regretted it. We've been convinced one way or another that we **need** the new version, and regret the decisions we made because we thought we were done merging. It's changed how I treat UE
April 21, 2025 at 1:27 AM
75 degrees!?
January 8, 2025 at 10:31 PM
I actually find it to be better then live++ since, when you setup the systems correctly, it's easy to understand and *predictable* which means it can be robust to some pretty dramatic changes with a little thought.
January 5, 2025 at 7:35 PM
I'm my experience, if you set it up early enough, with some basic rules/structure, and it's fast/useful. It's really not hard to get this sort of system to be super robust.
January 5, 2025 at 7:32 PM