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Jeremy Laumon Profile
Jeremy Laumon

@_plop_

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lead engine saboteur @Guerrilla previously: engine lead/eye of sauron @Pastagames https://t.co/lUFHo4a464 🇨🇵🥖

Amsterdam, The Netherlands
Joined August 2008
Don't wanna be here? Send us removal request.
@_plop_
Jeremy Laumon
1 year
I'm not really checking Twitter anymore
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@dmytro_bulatov
Dmytro Bulatov 🇺🇦
3 months
Made new release for D3d12infoGUI today - https://t.co/8UKZjyEOYY. We have major new cap to report - Tight alignment support. So new reports are very welcome. As always, thanks to @Reg__ for update to D3d12info.
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github.com
What's Changed Updated D3d12info to 3.14.0. by @Devaniti in #68 Updated DirectX 12 Agility SDK. Added D3D12_FEATURE_DATA_SHADERCACHE_ABI_SUPPORT. Added D3D12_FEATURE_DATA_TIGHT_ALIGNMENT als...
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@_plop_
Jeremy Laumon
6 months
You know what they say: those who can, do; those who can't... lead? 🤔 And on that note, it's time for a bio update!
@_plop_
Jeremy Laumon
2 years
uh oh not again
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@Gamekult
Gamekult
6 months
Adorable Adventures, ou la renaissance de Wild Sheep Studio Exit l’ambition XXL de Wild, bonjour : Adorable Adventures. Après avoir perdu la majeure partie de son effectif, le studio montpelliérain revient avec Boris, un petit marcassin. https://t.co/xPFKKt17tE
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gamekult.com
Marcassin's Creed
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@noel_austin
Noel Austin
6 months
@_plop_ Asset Cooker is awesome! Took me just a couple of hours to convert my BuildAll.bat to use asset cooker. Most of that time was figuring out how to handle a folder of sprites as input, with a single spritesheet as output. [1/n]
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@_plop_
Jeremy Laumon
6 months
@_plop_
Jeremy Laumon
2 years
Here it is! Let me present you Asset Cooker. It's a build system aimed at game assets, with a UI. It is using the USN journals from Windows to robustly keep track of file changes, and only cook what needs to be cooked. You can leave it running in the background. It is fast.
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@_plop_
Jeremy Laumon
6 months
The first release of Asset Cooker is here! https://t.co/9GnKyo3rAk The repo was made public almost exactly one year ago! Many bug fixes and improvements were committed since then 🙂
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github.com
This is the first official release of Asset Cooker! 🎉 The repo was made public almost exactly one year ago! Many bug fixes and improvements were committed since then 🙂. Here's a non-exhaustive ...
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@ThierryCantenot
Thierry Cantenot
11 months
I wrote a blog post about some thoughts and experiments about the usage of memory arenas in C++:
tcantenot.github.io
A programmer’s brain dump
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@_plop_
Jeremy Laumon
1 year
I also wrote a blog post to give more details about the allocators:
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@_plop_
Jeremy Laumon
1 year
I have just made the repo of my C++ STL replacement lib public on github. It's called Bedrock. It's got the usual things, Vector, String, Atomic etc. but also a very good HashMap and few interesting allocators. https://t.co/8EJw2O4KYu
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github.com
Minimal C++20 STL replacement library. Simpler, smaller, and in many cases faster. - jlaumon/Bedrock
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@_plop_
Jeremy Laumon
1 year
Finally wrote a blog article about the use of USN journals in Asset Cooker! It even mentions Dark Souls. https://t.co/0VfURbSocX
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@balaganvfx
balaganvfx
1 year
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@_plop_
Jeremy Laumon
1 year
🫠
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@_plop_
Jeremy Laumon
1 year
Look at this beauty
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@_plop_
Jeremy Laumon
1 year
TIL you can have template template parameters in C++ I'm sure this adventure is going to end well!
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@_plop_
Jeremy Laumon
1 year
Update! I have a custom handle now!
@_plop_
Jeremy Laumon
1 year
Looks like everyone is jumping ship today so I guess me too
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@_plop_
Jeremy Laumon
1 year
Looks like everyone is jumping ship today so I guess me too
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@_plop_
Jeremy Laumon
1 year
Hey @sunitram I'm looking at the details of unordered_dense and I have a question: why use only 1 byte of hash fingerprint? Using 2 bytes doesn't help meaningfully? (2 bytes for the distance would be enough, no?)
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