Steve Anichini reposted
Steve Anichini
Steve Anichini
@solidangle.bsky.social
CTO and Co-founder of Disbelief, a game studio. www.disbelief.com We've worked on: Gears of War: E-Day, Marvel's Deadpool VR, Gears of War: Reloaded, Borderlands 4, Minecraft, ... I've also worked on: BioShock Infinite, Stranglehold, ...
460 followers332 following404 posts
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
The Killing Stone, starring @emmagregoryvoice.bsky.social & @voiceofobrien.bsky.social is out NOW! Can you beat the Devil at his own game? 🕯️🩸🪨 😈 youtu.be/tO1FtKzrSG4?... Steam: store.steampowered.com/app/2781470/... Sony: store.playstation.com/en-us/concep... Xbox: www.xbox.com/en-US/games/...
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Why do we keep on doing this? Praising a 'small core team' for a game with 1100+ people in the credits is incredibly misleading. This PR narrative hurts, hides the massive shadow workforce of outsourced developers and testers, and sets impossible standards for actual indie teams.
Star Wars: Galactic Racer was made by a core team of 75 people. "What we wanted to do was keep that core small, smaller than perhaps you might have done in the past, and scale capacity and capability with what we call distributed development." https://bit.ly/4hT02qg
Firsthand I've seen AI tools struggle with Unreal because unlike standard C++ or python the public training data isn't voluminous. "No handwritten code" is pretty wild in general, but in specific feels like it'll create a lot of problems.
NEW: Epic Games has delayed its upcoming (not yet announced) Star Wars + Marvel shooter as it pivots to complete AI game development. "No more hand-written code," a director told staff. All art "generated with full AI workflows." Full scoop: www.bloomberg.com/news/article...
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Bang up job, everyone. Well done. Off to a helluva start. Who could have seen this going sideways. 'The acquisition of Electronic Arts required taking on a lot of debt, and some bondholders are reportedly demanding more cash." www.gamedeveloper.com/business/ele...
Reading through this paper AI adoption is shifting programmer labor from writing code to code reviews, which sounds like a good way to burn out a lot of programmers (and limit the pool of future reviewers), for "statistically insignificant" gains in final software output
Harvard just dropped a study AI productivity in software engineering and it found the average increase in productivity from using Claude code is.....zero and for exactly the reasons you'd think fion.ac/jellyfish.pdf
Steve Anichini reposted
Steve Anichini reposted
"Unroll a loop, make shader 10x faster", where I accidentally speed up Blender's Kuwahara compositor node on Apple GPUs (and elsewhere). aras-p.info/blog/2026/10...
Steve Anichini reposted
Steve Anichini reposted
The first game to Ray Trace Nanite has arrived! Gears of War: E-Day is out now - with super charged ray tracing powered by RTX Mega Geometry. Proud of what we achieved with our friends at The Coalition. www.nvidia.com/en-us/geforc...
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Yeah people should really use AnyDice.com goated resource
Shout out to my tabletop designer mutuals grinding on AnyDice to get the Gamefeel right.
Steve Anichini reposted
Thanks to our colleagues at Pixar, NVIDIA, SideFX, OTOY, Blender, and Autodesk for their amazing work on this year's MaterialX and OpenPBR Virtual Town Hall. The full slide deck can be found at materialx.org/assets/ASWF_..., and stay tuned for the published video from the @aswf.io.
Steve Anichini reposted
This is another great, approachable explainer on “the rationalist wackos who have managed to take over much of the AI industry, and who now have tons of money and political power.” www.iankduncan.com/personal/202...
Steve Anichini reposted
Replying to @rystorm.com
I gave a lightning talk at Blendercon! It's about USD, and how you don't have to worry about it!! It's easy! Catch the recording here at 44:02
Steve Anichini reposted
Steve Anichini reposted
Well, I finally took my own advice about building accessibility in from the beginning. Rebind Studios is officially underway. I’m excited to help teams solve hard accessibility and production problems and, eventually, to make some games of our own. www.rebindstudios.com
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
Alwan 2.0.0 is out. Colour science in pure C11, first public release. Almost a year! No dependencies. f32 and f64 in one binary. A core that compiles unchanged as C, HLSL, GLSL and Halide. MIT. github.com/soufianek... 1/28
Steve Anichini reposted
Steve Anichini reposted
One thing I learned from this article is that (on NVIDIA GPUs) 128-byte cache lines are divided into 4 32-byte sectors, which are read independently. So there's a benefit to reducing random-access reads below the cache-line size, but not below 32 bytes. blog.doubleword.ai/what-happens...
Steve Anichini reposted
Our tetrahedral cage research just got a demo video! 🎥 🔺 Decouples animation cost from triangle count for massive real-time ray tracing. ⚡ See tetrahedral cages used to animate plants in a large-scale terrain at 60+ FPS. Watch it ⬇️ gpuopen.com/learn/ray-tr...
Steve Anichini reposted
Steve Anichini reposted
Steve Anichini reposted
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
Steve Anichini reposted
Latest update (and good news) on Job Simulator: Human Relations Sign-up for playtesting here: farbridge.com/jobsimulator... For updates on development, stay tuned to our website farbridge.com/jobsimulator and the Steam page store.steampowered.com/app/4965500/...
Steve Anichini reposted
I have been working on some dx12 hw ray tracing code to directly compare TinyBVH sw ray tracing on the GPU against DXR. Code is now in the dev branch, see external/dx12rt. Results so far: TinyBVH reaches about 38% of HW RT perf for primary rays. Need to do better. :) github.com/jbikker/tiny...
Steve Anichini reposted
Steve Anichini reposted