Micha Mettke
@vurtun.bsky.social
Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Game/Tool/System programming and API design.
Also awe inspiring what our players are building in game
May 25, 2025 at 9:29 AM
Also awe inspiring what our players are building in game
I don't often post about our game Enshrouded but seeing the great work our rendering team has done over the last years and the last patch is something to behold. Visually absolutely stunning. Especially since it is a voxel game which comes with its own challenges.
May 25, 2025 at 9:28 AM
I don't often post about our game Enshrouded but seeing the great work our rendering team has done over the last years and the last patch is something to behold. Visually absolutely stunning. Especially since it is a voxel game which comes with its own challenges.
This is what it looked like (left). Lots of different fonts, styles, row heights. Everything is a mess and hurts to look at for longer stretches of time. Meanwhile we use same row height everywhere (right). Same row height lets eyes get used to it and focus on the job and less on parsing noise.
December 4, 2024 at 10:11 PM
This is what it looked like (left). Lots of different fonts, styles, row heights. Everything is a mess and hurts to look at for longer stretches of time. Meanwhile we use same row height everywhere (right). Same row height lets eyes get used to it and focus on the job and less on parsing noise.
Being specified down to environment, language and limits is still an underestimated feature of C and major contributor to its success. Ironically the biggest downside is that often not specified enough. Yet no "modern" language did the same thing and rely on their implementation as "specification"
November 29, 2024 at 2:55 PM
Being specified down to environment, language and limits is still an underestimated feature of C and major contributor to its success. Ironically the biggest downside is that often not specified enough. Yet no "modern" language did the same thing and rely on their implementation as "specification"
After a month of debugging, finally found the bug that caused cloth to explode. Biggest hint was lag but was expecting it on the client side but turned out in the end it was server lag of upwards of 250ms causing jumps that required teleport (in place) and a reset of cloth to skinned position.
November 26, 2024 at 8:20 PM
After a month of debugging, finally found the bug that caused cloth to explode. Biggest hint was lag but was expecting it on the client side but turned out in the end it was server lag of upwards of 250ms causing jumps that required teleport (in place) and a reset of cloth to skinned position.
Decided for my own code to go full embedded mission critical flight software c code with additional own restriction on top. First gathering constraints and ensuring these are kept is very satisfying. Never liked unit test* but the feeling of control using asserts and validation conditions is great.
November 24, 2024 at 5:11 PM
Decided for my own code to go full embedded mission critical flight software c code with additional own restriction on top. First gathering constraints and ensuring these are kept is very satisfying. Never liked unit test* but the feeling of control using asserts and validation conditions is great.
Finished the rewrite for my sqlite viewer: github.com/vurtun/tau?t... to only use fixed size arrays. No arena allocators/dynamic data structures.
Code got simpler since everything is constraint and more assert can be added for validation. But required more thought how to mitigate hitting limits.
Code got simpler since everything is constraint and more assert can be added for validation. But required more thought how to mitigate hitting limits.
November 9, 2024 at 4:39 PM
Finished the rewrite for my sqlite viewer: github.com/vurtun/tau?t... to only use fixed size arrays. No arena allocators/dynamic data structures.
Code got simpler since everything is constraint and more assert can be added for validation. But required more thought how to mitigate hitting limits.
Code got simpler since everything is constraint and more assert can be added for validation. But required more thought how to mitigate hitting limits.