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GameDevMadeEasy (Stand-up philosopher) Profile
GameDevMadeEasy (Stand-up philosopher)

@GameDevMadeEasy

Followers
357
Following
3K
Media
2K
Statuses
16K

I thrive where clarity, precision, and a little irreverence meet.

USA
Joined August 2012
Don't wanna be here? Send us removal request.
@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
2 months
EventChains is a design pattern for building sequential workflows with composable middleware. It combines the clarity of procedural programming, the composability of functional programming, and the flexibility of object-oriented design into a single, language-agnostic pattern
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github.com
Cobol implementation of the Event Chains Design Pattern - RPDevJesco/EventChains-COBOL
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
2 days
Took advantage of a deal with Best Buy... Got this for $1749 before tax and was $1888.48 after tax. The current price after the sale ended is $1999.00 before tax. https://t.co/Bj78vUKvrO
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
4 days
I've... Stumbled onto something massive. Intrusive Lists are used in Linux because they are more performant for memory allocations. But... What if, we were to make it even better? Every kernel knows the memory map for the CPU architecture it is going to run on. This is a given,
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github.com
Contribute to RPDevJesco/Intrusive_List_Memory_Safety development by creating an account on GitHub.
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
5 days
Had a slight issue with my emulator. PIT was off (Programmable Interval Timer). So I was getting 5 to 10 fps in games, I've corrected that and now... 60fps! https://t.co/2LPefiFRfa
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
6 days
This... was an absolute NIGHTMARE of a project. This project was me creating a GameBoy emulator but with a twist. The emulator itself is the OS for the system. Yes, that's right. Custom kernel and bootloader that allocates memory for the emulator to launch and load the ROM file.
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
7 days
Old man Jesco debug code, oh my fucking god! Has wasted 30 CD ROMs, Oh my fucking god! With a skull bash here and a skull bash there, here a bash, there a bash, everywhere a bash bash Old man Jesco debug code, oh my fucking god!
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
8 days
It's almost as if I don't give a fuck what others think... Who would have thunk it?
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
8 days
Anyone else ever had the experience where you made a tool only AFTER you spent hours trying to solve a problem? This tool, would have quite literally saved me around 7 hours of debugging hell. https://t.co/nJusdKBwvZ
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
9 days
Let's talk about User Space Memory for a bit. With the Compaq Armada E500. L1 Cache is 32KB L2 Cache is 256KB With 256MB of Ram This means that the memory map is in the screenshot: This took me HOURS to figure out while pouring over what available documentation was available.
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
9 days
User Space memory... Was an absolute bitch to get right. Especially because when it was wrong, the kernel panicked without any indication of why.
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
9 days
I'm working on a new video series... "I built an OS and you can too!". This is the first real video i've worked on in over 5 years as with the rise of LLMs, tutorial content felt like it just wasn't worth it; The same for explaining game mechanics. I digress, this series will be
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
11 days
This has been a really fun project to work on. Is it practical? No. Is it going to change the world in any way? No. So why did I spend so much time working on it? Because it makes me a better developer to understand memory layout, framebuffers, driver development, and syscall
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
14 days
One of the scariest and mystical things as a dev has probably always been driver development. It isn't mystical or even that difficult. Most OS already have an interrupt descriptor table and PIC Driver, so, building upon it isn't daunting. You just need to know how the device
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github.com
A learning exercise for OS development. Kernel, Bootloader, Driver, and other OS fundamentals - RPDevJesco/retrofuture-os
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
14 days
I think... Claude just solved a 25 year + mental mystery for me. There's been a word that's been one of those "where the fuck did it come from and why can't I find the source" mental breaks for me. I remember learning it around the age of 11 to 13 in summer school where I took
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
19 days
I did one final test with my EventChains design pattern last night. I was thinking about if it was viable to have Event Chains defined in a core programming language (Rust, C, C++, C#, Java) per usual but then have a visual builder that's interpreted that allows for people to
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
21 days
Man, the RAM prices are absolutely insane nowadays, thank Christ I bought my 128GB of ram when it was cheap!
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
22 days
Programming languages I dislike: TypeScript (TS) - I don't find it to be a great alternative to JavaScript (JS) and it compiles back down to JS anyways, so eliminating the build step and just writing better JS makes more logical sense to me. Python (PY) - The language doesn't
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@GameDevMadeEasy
GameDevMadeEasy (Stand-up philosopher)
24 days
The perfect scaffolding code for a data packet sent to a parser in Rust!
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