Prime: You probably don’t wanna keep that in. You get paid from this channel too Flip: ¯\_(ツ)_/¯
@jeremykothe2847
3 ай бұрын
Flip just wanted it on record that he's supposed to be paid.
@2xsaiko
3 ай бұрын
my site loads quake in 13kB of javascript. your site loads a blog post in 3MB of javascript. we are not the same
@jerichaux9219
3 ай бұрын
My site does not load. We are not the same.
@bl_sonic3288
3 ай бұрын
I’m still stuck in vim. We are not the same. (please help)
@jdarokhajiit9153
3 ай бұрын
I play quake with paper dolls... We are not the same
@hotswap.agency
3 ай бұрын
i have javascript disabled. we are not the same
@jerichaux9219
3 ай бұрын
@@bl_sonic3288 Gotta buy a new machine bro.
@MateuszAdamowski
3 ай бұрын
5:56 blog post: "generating levels dynamically is NOT ONLY very difficult" prime reading: "generating levels dynamically is not very difficult"
@MikkoRantalainen
3 ай бұрын
Most JS frontend developers use over 1 MB of JS code to show a simple dialog. This developer implemented full gaming engine in 13 KB.
@najlepszyinformatyk1661
3 ай бұрын
who does that?
@minimovzEt
3 ай бұрын
95% of the 1MB is tooling related, not everything is about performance.
@gslom12
3 ай бұрын
@@minimovzEt Says the guy who clearly never had to take someone's monolithic fuck stack of mr potato headed together JS libraries and turn it into something performant and scalable. This is the mentality that causes companies to spend years rewriting and refactoring their code while bleeding customers because their website falls apart under load.
@DarkShroom
2 ай бұрын
they do? ... tbh i really don't have this idea that all the JS developers are idiots i think it's a meme
@themodfather9382
2 ай бұрын
Yeah, that's because developers are bad. Bad means bad. They do not know how to make good programs.
@SimGunther
3 ай бұрын
You'd be lucky to get a basic "hello world" app in 13KB without resorting to all kinds of compiler flag voodoo outside of C and directly writing the bytes. This is just awesome!
@no_name4796
3 ай бұрын
C is also very bloated in amount of libraries that get injected jist to run an hello world app So even in C you need compiler flags to get binaries with the smallest size possible But at that point, just write assembly lol
@ScibbieGames
3 ай бұрын
Except javascript uses over a million lines of code to evaluate every statement.
@rusi6219
3 ай бұрын
@@no_name4796using compiler flags is not standard practice?
@blend3rman796
3 ай бұрын
@@no_name4796this reads like someone downloaded a random "C" toolchain (that probably included C++ libs) and built an example C++ program
@judahmatende3769
3 ай бұрын
@rusi6219 shshshsh!
@the_mister_magister
3 ай бұрын
35:13 ACEROLA SHOUTOUT LETSGOOOOOOOOOOOOOOOOO
@mascot4950
3 ай бұрын
I hate that using a lowercase b to indicate bytes is now so prevalent that you have to doublecheck just about everything to figure out if they mean bits or bytes.
@jesustyronechrist2330
3 ай бұрын
64-bytes 32-bytes 16-bytes 8-bytes 4-bytes 2-bytes 1-byte half-byte quarter-byte THE WRIST GAME
@novantha1
3 ай бұрын
kbi = kilobit master race.
@happykill123
3 ай бұрын
@@jesustyronechrist2330 A half-byte is actually called a nibble. As it is very useful when doing hex decoding e.g. gameboy emulation.
@LoFiAxolotl
3 ай бұрын
@@happykill123 *nipple... it's what you have 0-3 of on your chest
@jdarokhajiit9153
3 ай бұрын
@@happykill123 What's half a nibble? A lick?
@paulmdevenney
3 ай бұрын
You kids...I remember using the Build engine for Duke Nukem 3D to make levels. I had a paper print out from a matrix printer of several hundred pages of the manual. One of the main things that inspired me to go into software development.
@kevinscales
3 ай бұрын
I remember I followed a magazine tutorial to make a Duke Nukem 3D level. The fact that the game came with the level editor was a big reason I got the game. I remember trying to dial-up play the game multiplayer with a friend (can't remember if I actually got that to work). Before that, my first programming experience was STOS Basic. I wish I had someone help teach me more programming stuff back then (I don't think I ever learned how to do subroutines, I just used GOTO). I only this year started learning C++ after a few years messing with GDScript (Godot) which helped me understand OOP(which SERIOUSLY put me off coding for a long time before this) and it has been fun.
@LordMegatherium
3 ай бұрын
I was happy like a pig in shit after managing to get underwater (basically a teleport to a different part of the map) and destructible walls (needed some weird triggers and illusions to go with it) in BUILD. But it taught me that I just never derived pleasure from creating these kinds of things. Seeing how abusive game dev can be: I probably made the right choice.
@GraveUypo
3 ай бұрын
i loved that but i didn't read shit. i couldn't even understand english very well as i was like 10yo back then. still intuitive enough that i got around, slowly learning from seeing other maps.
@DarkShroom
2 ай бұрын
@@LordMegatherium yeah underwater was making a matching sector and using a special sprite flag thingy to mark them
@myne00
2 ай бұрын
I built rooms that shared the same space. Walk from one to another, and back through the exact same space by inside another room.
@qweriop
3 ай бұрын
UNREAL MENTIONED!!! UNREAL MENTIONED!!!
@therealvbw
3 ай бұрын
Unreal, boooo
@Kevin-jb2pv
3 ай бұрын
I think everyone with an interest in programming probably starts out because of an interest in game development, but then quickly learns to recoil in horror at what working in the industry is actually like.
@mitch075fr
2 ай бұрын
Resource generation was a huge thing at one time on the demoscene - .theprodukkt was famous for it, and .kkrieger a perfect example of it - an impressive-looking Quake-like in 96 K. They used procedural generation to generate textures, music, sound, levels at run-time - the equivalent of 1.5G of data generated on the fly. AFAIK, Star Citizen use similar techniques, and so does No Man's Sky.
@gkiokan
3 ай бұрын
I am from 89, so 35 rn and back then in 2013 I build my own JS Game engine vanilla JS without ES6 (back then) and made a simple LittleFighter2 copy that we used to play at school against each others. Was quite fun. Would be interesting to rebuild it with my latest knowledge now.
@AlexGeek
3 ай бұрын
When you have a 2024 computer, but a 1999 Internet Connection
@shellcatt
3 ай бұрын
That WS protocol quirk was so worth the whole off-topic! Thank god I used to play Quake, otherwise I wouldn't get onto this vid :)
@tonysolar284
3 ай бұрын
Quake 1, Where Team Fortress was born.
@nexovec
3 ай бұрын
If the theme was space, this man clearly won, just sayin'
@xan1242
2 ай бұрын
Funnily enough the QuadShot was fully developed in 1996 but they never finished porting it in 1997 when they soft-reset the development.
@Nadi_Games
3 ай бұрын
31:00 I love that guy 😂 _Banury ? Bananury ? Banhurry ? Bunary ?_ 🤪 Oh, nevermind. _Just deliver your crap IN ORDER. Right ?_
@kevindavis830
2 ай бұрын
Your quad tree idea was used by John Carmack when he was making Commander Keen. He called it Dynamic Tile Refresh. It only updated the tiles that changed.
@Meehuuu
2 ай бұрын
Having had made maps for Wolfenstein: Enemy Territory and Jedi Knight: Jedi Academy, the wireframe map at 18:14 truly looked nostalgic.
@noosetime9423
3 ай бұрын
i did roll my own matrixes, but i called them MVP - Model, View, Projection. my ISROT was just M
@Trokkin
3 ай бұрын
Reminds me of the shock I felt watching .kkrieger demo
@jammeri
3 ай бұрын
55:52 u2764 is a heart not a smiley
@slava6105
3 ай бұрын
7:45 Are you reviving "Twitch installs arch linux"?
@rrraewr
3 ай бұрын
02:55 javascript with dsl? jdsl mentioned?
@jerichaux9219
3 ай бұрын
TOOOOOOOOOOOOOOOOOOM
@xNothing2Lose
3 ай бұрын
I ve entred the worldchat in 1993, i grew up with unreal tournament 2003/2004(not unreal('98)). The Editor - or oldscool unreal engine, as i like to call it now- was the thing taht got me hooked in the first place with creating stuff with computers. What got me to start coding later. Nice to see, that you had unreal influence. Keep fraggin!
@cthecheese1620
3 ай бұрын
Unreal Gold in the early 00’s was what hooked me, I still think of some of the maps and wild modifications people would do to their servers
@xNothing2Lose
3 ай бұрын
@@cthecheese1620 Yeah, early multiplayer FPS had such a rich modding community in general. these days everythings a DLC or in the battle pass.. man
@marksmod
3 ай бұрын
18:00 welcome to the demo scene.
@MichaelPohoreski
3 ай бұрын
Indeed. Anyone interested should see i.q.'s paper/video: *Rendering World with Two Triangles with raytracing on the GPU in 4096 bytes*
@suchiruakuma6735
3 ай бұрын
That comment from your live stream chats asking "You sure that's a gun?" got me laughing more than I should.
@pallenda
3 ай бұрын
It's wild to me how few people interested in programming from the other side of the pond seem know about the demoscene. Size coding has always been a big part of the demoscene.
@Syntax753
2 ай бұрын
I think few people on any side of all ponds are aware of the demoscene unfortunately
@Pootie_Tang
2 ай бұрын
I love entities, especially small ones, as demonstrated here.
@Stephenfg123
3 ай бұрын
Any book recommendations about the topics on this video? I've been studying this game's source and the amount of optimizations and trickery is just mind blowing! As a self-taught programmer, this all feels so alien to me. "How could anyone learn to do all this" is the thought that keeps crossing my head. Even as a self taught programmer, I landed a job as a Java developer, but a I feel that my knowledge has been stagnating lately.
@Syntax753
2 ай бұрын
This sort of optimisation is best learnt when resources are restricted which is rarely the case these days. However, you can still set yourself a goal to recreate something perhaps simpler than Quake but (say) with as small a binary you can make. Obviously, that would mean learning something other than Java like Go, C, etc I always recommend learning different languages anyway, but even with Java - there are no doubt plenty of optimisations that can be made at your work if you take a step back and question some of the "standard approaches"
@dalton4035
3 ай бұрын
I'm sure this video is amazing, but right now I just want to play unreal tournament 😂
@rusi6219
3 ай бұрын
KZitem really should do something about those s*x bots...some of us are self-respecting enough for it to bother us.
@cthecheese1620
3 ай бұрын
But are you mature enough to ignore it?
@rusi6219
3 ай бұрын
@@cthecheese1620 get lost
@jerichaux9219
3 ай бұрын
@@cthecheese1620Don’t use my own failures against me!
@sophiacristina
3 ай бұрын
Especially that this is a website for 13+. Seems like YT is more worried about people saying bad words online.
@jerichaux9219
3 ай бұрын
@@sophiacristina Yeah the fucking language is atrocious.
@lolotronop
3 ай бұрын
Acerola mentioned, lets go!
@johnyewtube2286
3 ай бұрын
Nice his videos are cool
@ValentineQWERTY
3 ай бұрын
Unreal'98 did have the quadshot gun but it was non-functional (with functionality added many years later with the community patch). But I guess that's what you meant mentioning it. Cool video.
@12gabriel3
2 ай бұрын
OMG, I had flashbacks. All the entity logic and collision detection is very similar to what I did on a 2D game project using C (C89) only
@pownaz3119
2 ай бұрын
DUDE, you just showed up in my feed. Im a TS dev atm, and started with unreal tournament 99. It came with the map editor and for me programming started with the UCC(?) language trying to create a new gun by modifing code of old guns. lol. What a time it was, whole summer spent in my room, was such a nice weather outside, had blankets on the windows.. Whole window was ffd up after that summer because it got condense inbetween the doubleglass
@another212shadow
3 ай бұрын
why didnt you subtract the current frame from the previous frame then do RLE. All the unchanged values would be 0 and it would compress to nothing.
@km077
2 ай бұрын
At 25:28 the code _let angle = vec3_horizontal_angle_to(pos, camera_pos) - camera_yaw;_ _let pan = Math.sin(angle) * -1;_ could be replaced by _let angle = camera_yaw - vec3_horizontal_angle_to(pos, camera_pos);_ since sine is an odd function.
@freeideas
2 ай бұрын
Jonathan Blow is like, "hold my beer"
@jamestheloyalkingsfan1103
3 ай бұрын
love his assert v - 8===D
@Czarewich
2 ай бұрын
Getting ChatGPT to beat Quake's first level is a hilarious but amazing idea, I love that it was just a throw-in suggestion, but you should totally do that lol
@Mark-sd4hv
2 ай бұрын
Modding for Quake and Half Life is what got me into programming. I tried all aspects programming, modeling, mapping. But coding was the thing I stuck with
@ChristianGeske-yn3mr
2 ай бұрын
After the announcement for the size of black ops 6, activision needs this man lol.
@skilz8098
3 ай бұрын
Ahh, the early to mid 90s, what an era!
@mauricioprado6395
3 ай бұрын
invalidating rectangles? the whole screen changes whenever the user moves to the side right? however the idea is interesting, I dont see how that would be performant, when most often the whole screen will be invalidated.
@sinephase
2 ай бұрын
I want to see a study on the amount of electrical power that is wasted on inefficient programming
@Yupppi
3 ай бұрын
13 kb is like what you could expect from video games on a cart in 80's.
@MrGeerye
3 ай бұрын
"Building react crud apps" Did not expect to get attacked like this.
@unfinishedsente
2 ай бұрын
tried it myself, frickin' bonkers! Even sfx and music, just insane.
@TheVoiceofTheProphetElizer
3 ай бұрын
The worst thing that ever happened to us was that processing power outstripped developer talent at some point in the 90s. So instead of being as efficient as possible, we get increasingly large programs where they aren't necessary but we're led to believe that the effort to get things as small and efficient as possible isn't worth it and is "too hard". Boo hoo. And then there's the compiler fanboys that claim "they are so good, you'd have to be intimately familiar with ASM to get better performance!" Munch my shorts, Jerry.
@Syntax753
2 ай бұрын
Absolutely agree - at least AI has sufficient data to crunch to be equally inefficient
@TheVoiceofTheProphetElizer
2 ай бұрын
@@Syntax753 Hahaha amen!
@RolandKontson
3 ай бұрын
+1 rant about making iterfaces/languages etc excessively complicated and stupid, having to have a bunch of flags set or custom code to get the originally designed behavior.
@insainbassist
3 ай бұрын
Building tools at my (at the time) current non-technical job was how I landed my first programming job
@privacyvalued4134
3 ай бұрын
30:13 I think I understand why they designed it that way: They didn't want to hang onto the data until they had the whole packet from the wire. When it is the binary frame type, you're _potentially_ going to send 1GB of data down the pipe. But what's more infuriating is that WebSocket is a completely unnecessary frame protocol over an already existing frame protocol known as TCP/IP and the authors legitimately thought "we love FTP text/binary modes so much" that they shoved it into their shiny new protocol. WebSocket should have always just been a simple handshake and then "here's your raw TCP/IP connection, have fun!"
@infinitivez
3 ай бұрын
I'm glad I work directly with the TCP stack and don't use Websockets. I know TCP has index and ack frames, so it wouldn't surprise me that websockets come out of order. Especially if the API isn't handling fragmented messages correctly for whatever reason. I'd be curious to give your code a once over, mainly to see what extensions/protocols you're using? Packing an index into the data is a quick fix, but I can how irritating that can be, when you expect this to come in order of oper.
@Macatho
3 ай бұрын
This would have been a million dollar game if released in 1988. if I remember correctly Quake 1 fit on about 30 1.44 disks, so it was roughly 50mb... That's 4000 times larger than 13kb...
@skilz8098
3 ай бұрын
Quaternions are great, a variant of Hamiltonians!
@kevinivan91
3 ай бұрын
This was really fun and fascinating to watch.
@LowEndPCGamer100
3 ай бұрын
yeah 55 minutes in
@halollisimo
3 ай бұрын
our hero went full demoscene route like they did in .kkrieger, what a chud
@Maik.iptoux
2 ай бұрын
The only and the one Unreal, it was so good.
@AdamHoelscher
3 ай бұрын
Another great video. You mentioned having trouble remembering which sign is affected by 0 for the range of a signed int. I used to have the same problem and I found a good pneumonic. Imagine any N-bit signed int. Exactly half of the possible values start with '0' and half start with '1'. The patterns that start with '1' are used for the negative numbers, while the patterns that start with '0' are used for the positives *and 0*. Since 0 takes up 1 slot in the '0xxx' group there must be one fewer positives than negatives.
@AdamHoelscher
3 ай бұрын
And as a fun reduced example, imagine N=1... a 1-bit signed integer. '0' = 0 and '1' must be negative, so the possible values are {-1, 0}. 0 positives, 1 negative.
@leeroyjenkins0
3 ай бұрын
I call it "it'd look stupid to write 0 as 1000000 so it must be positive"
@DanJanTube
2 ай бұрын
Adderall is a hell of a drug.
@srsherman7
3 ай бұрын
Yeah! the OG unreal is what made me want to become a game dev.. I remember the quad too. I used to spend too much time getting into the dev console and making my own levels and graphics...also spawning "space cows" from very high to watch them fall..🤷♂
@therealshug
Ай бұрын
48:41 struggles with non-qwerty layout ✅ struggles with non-inverted Y-axis ✅ love this, lol. ever since i switched to a non-standard layout on my ErgoDox EZ and changed my control schemes off WASD, i struggle when i hop in a game that forces you to use it... my dad forced me to play on inverted Y-axis like him he would let me play Half-Life 1 on his pc, and i've just kept it that way ever since. imo, inverted Y-axis is more immersive. when you look up IRL, you don't PUSH forward. you PULL your head BACK. that's how i rationalize it, anyway c:
@alwaysmpe
2 ай бұрын
Myy brother discovering p-frames and i-frames.
@seaturtleman
3 ай бұрын
fits in the theme. I dont have a lot of space on my floppy disk
@bruno3
2 ай бұрын
You pressed shift to capitalize "Of" but you somehow forgot to press shift to capitalize "kb". That's kilobit.
@DarkShroom
2 ай бұрын
since webgl exists now it is possible to make something that looks like quake
@horde6486
2 ай бұрын
that quadtree idea is unsettling
@wacky.racoon
3 ай бұрын
Ahh the weapon pickup trap didnt get implemented, that's the most iconic thing in the whole game !
@ukrainetoday960
3 ай бұрын
Quake - 13kb Of Javascript and 1Gb of Browser - that's all you need to know about small game in the WEB
@enemdisk6628
3 ай бұрын
Imagine if programs were optimised like this for the capabilities of modern machines.
@SwissPitBull
2 ай бұрын
13kb... 104k characters... you can do a lot with that.
@CRBarchager
3 ай бұрын
1:30 I played Unreal Tournament from its realease in '99 and became part of one of the best clans in Denmark - Dances With CoWs. Along side -Extreme- and CUT we played for the 1st place on ClanBase for years.
@skilz8098
3 ай бұрын
Audio is just as interesting as Graphics. One of my favorite algorithms are FFTs and their inverses! Fast Fourier Transforms are something else!
@Elrinth
2 ай бұрын
I played through Quake on my New 3DS. It was amazingly fun.
@1337GameDev
2 ай бұрын
15:28 - Isn't there a rotation variable (vertical Z axis only)?
@jjones503
3 ай бұрын
I like rectangles more when they are dirty
@aceathor
2 ай бұрын
ALT + Shift , to change keyboards if you checked or uncheck them in windows option. I'm French I "allways" change AZERTY to QWERTY.
@roguealien666
3 ай бұрын
It’s great to know that I was not the only one hating webpack. I was like wtf is it doing? Why I can’t tell it what to do like gulp let me
@jjhassy
2 ай бұрын
So does Prime not use qwerty and he also uses INVERTED?
@JohnSmith-pn2vl
3 ай бұрын
nope, audio and video are very different beasts. i think prime would love audio, it is the pinnacle of efficiency programming
@leeroyjenkins0
3 ай бұрын
At the end of the day video just is just hardcore multidimensional audio (with time-travel)
@sjoervanderploeg4340
2 ай бұрын
Precomputed lookup tables was standard practice back in the old ages :D
@sjoervanderploeg4340
2 ай бұрын
The audio panning bit is very simple indeed, panning is the difference between left and right volumes. So when you have a point, the camera, and another point, the object, you only need the distance (volume) and radian (pan), angle, to the object as seen from the camera!
@sjoervanderploeg4340
2 ай бұрын
What, I am 100% sure you can easily understand the collision detection code used there! There are just some "cases" where it needs to poop out true or false based on what vector had the same x, y or z overlap and then do something based off of that. For example if position.y from the player overlaps with y from the floor, set position.y to zero and velocity.y to zero! It is not THAT hard :D
@sjoervanderploeg4340
2 ай бұрын
I once hacked a camping wireless network, I know very high profile target but the internet was really expensive there for just an hour, where I managed to figure out how their server authenticated paying clients based on MAC and password... But, I needed an easy way to generate MD5 hashes... so I used PHP as that was at the time the only working interpreter on that Linux box I had offline access to :D The password was just five digits, they were generated when someone would go over to the counter to buy an hour worth of internet... I know ridiculous for today's standards! I would just sniff the air for the right packets, bruteforce all the pincodes and have free internet for days!
@lovyNOM
3 ай бұрын
I didn't want to be a game dev, but now I'm a game dev and I'll be finishing up work around 11pm tonight
@skilz8098
3 ай бұрын
Quad Trees are great, but perhaps consider using Oct Trees as well? As for the screen information and rendering to the screen per frame, yes quad trees are fitting. Yet the 3D Scene itself for giving 3D depth with a camera view, the use of the Oct Tree serves a similar purpose except that it breaks the entire 3D View Frustum into recursively smaller 3D box like chunks. This can be used to cull a lot of the stuff within the scene that doesn't need to be rendered. It also helps a great deal with collision detection. Sure, you can use the Quad Tree for the frame buffer and swap chain effect. Yet for handling the entire 3D environment, that's where Oct Trees shine. You can use the two in parallel separate threads that are both concurrent with each other. They would have to be synchronized. So, in essence, the quad tree would handle all of the rendering aspects and that's basically its main purpose. Where the oct tree would take the information from the frame buffers within the swap chain and use that to build itself along with other scene information. This is where all of the environmental stuff can be handled, from collision detection to scene partitioning and culling which would reduce the load off of the quad tree's computations, to even handling some but minimal lighting and shadow effects. The scene itself for that render frame can be load into memory - cached, yet the renderer itself within the context of the swap chain from its back buffer and front or presented buffer would only render what needs to be rendered. This way you are drawing less of the scene, yet the neighboring boxes or chunks are in cache waiting and ready to be used. This could also improve your FPS. It's something one could consider. There are several ways to approach and handle 3D scenes, this is just one of them. Also, instancing and billboarding are other great techniques that can be used.
@kuhluhOG
3 ай бұрын
At some point I want to see Prime design his own toy language.
@jerichaux9219
3 ай бұрын
Primagavascript
@wlockuz4467
3 ай бұрын
12:04 Little do you know, building a react app these days is more complicated than building a game.
@TheLevelord
2 ай бұрын
I've made a few levels in Quake... and Duke Nukem 3D... Signed, Levelord 😁 Sorry, I just felt compelled.
@sophiophile
2 ай бұрын
I think not enforcing in-order for ws is because you can be subscribed to multiple ws streams simultaneously.
@andersonklein3587
3 ай бұрын
I think if I want to display a blank page in Flutter my call stack would be much more than 5 deep. lol This C style coding for JS is a work of art.
@jogurtnaturalny
3 ай бұрын
Flip, zoom in!
@jst1977
3 ай бұрын
This is a formal request for Prime to react to an Acerola video, it's going to be awesome
@jorismak
2 ай бұрын
prime wondering about zipping.. while the whole competition is your code in the browser within 13kb _transferred as gzipped from the server_ :). The end goal is one big .js file that is 13kb or less gzipped in transfer. I'm still early in the video at this point, but I imagine he encodes his entire binary data as one big binary string or something, and needs to parse it.
@jsalsman
2 ай бұрын
Flip is a hero.
@Kopie0830
2 ай бұрын
Amazing. The dude is totally amazing.
@vladimirmijatovic4171
2 ай бұрын
I tried to printf a simple "Hello world" in C and used Visual Studio for that, just to see what would happen. For a 1kb code, it generated 10 Mb of data xD But this 13k is impressive no matter how you look at it.
@Optimus6128
3 ай бұрын
49:13 YES! I thought I was the only one crazy who prefers inverted mouse. I knew it wouldn't be as the standard is non-inverted nowadays that most gamers think you are crazy if you search for the inverted Y mouse controls. And if a simple indie game or demo doesn't support it, I just can't play, my brain is hardcoded to expect the opposite move and I get even motion sick because of that. And of course was expecting it as size is limited to waste bytes for those who also want their inverted mouse controls. Funny to see I am at the same level as Primagen in the need for inverted. Also, some early DOS FPS games with mouse look used to call the inverter-Y as the default control back in the days and the invert-check would make it non-inverted. How weird things have changed. p.s. and now I realize by watching this video, the final version does actually have an inverted mouse option and mouse speed slider too, thank god for the developer to account for that, I appreciate this! (some devs even on crappy indie games on Steam are like who even plays with inverted, not gonna implement that)
@shapesinaframe
3 ай бұрын
21:27 did the ex-Netflix dev just say he didn’t know about the Compression Streams API for compressing streams of data!? 😅
@OfficialReggarf
3 ай бұрын
2:00 You meant Quadshot or Flak Cannon? xD Because when developer cheat was enabled, Flak Cannon had been replaced by Quadshot :P
@danity_project
3 ай бұрын
Blob issue is because of how blobs are stored in browsers. Chromium stores them in the browser process. I almost implemented an in-renderer process cache for them years ago when I rewrote that storage, but.... wasn't high pri and caching is hard to get right, not sure if it was feasible. Blobs have to be shareable across renderers and have legacy requirements that are hard.
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