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Lars Thießen

@larstofus.bsky.social
443 followers 274 following 231 posts

Senior Gameplay Programmer and former gamedev professor. he/him Blog: larstofus.com DMs are open.

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Lars Thießen @larstofus.bsky.social · 21/09/2026
Windows forgot how time works... (Also, a good reminder to not hardcode adjustable settings into description texts) #windows
A cropped screenshot of the energy saving settings of Windows. The shown option is "Make my device sleep after" which is set to 2 hours. The description text however states that the device will enter sleep mode after 5 minutes.
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Lars Thießen @larstofus.bsky.social · 19/09/2026
The moment if you get a compile error in a templated function which is only declared from inside a macro and called from a different, triple nested macro... At least I think that's what happening, Intellisense already gave up three layers before the error 😿
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Lars Thießen @larstofus.bsky.social · 03/09/2026
That's something: Artstation finally decided to fight against the Ai flood But in practice those actions amount to just enabling the "please-don't-scrape-us" checkbox by default and block known ai scrapers. Really hoping that this is just a first step 🤞 magazine.artstation.com/2026/09/ai-u...
magazine.artstation.com
ArtStation Should Put Artists First - ArtStation Magazine
ArtStation is enabling default NoAI protections and partnering with Cloudflare to limit AI crawlers and content scraping.
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Lars Thießen @larstofus.bsky.social · 16/08/2026
After speeding up the Unreal Editor launch by not by not spawning 38000 tooltips and not opening 5500 files let's get ready for the conclusion of my trilogy: Speeding up the Unreal Editor launch by not loading 1585 files (source code included) larstofus.com/2026/08/16/s... #gamedev #ue5
larstofus.com
Speeding up the Unreal Editor launch (again) by not loading 1585 files
After writing one article on how to speed up Unreal’s editor launch by not spawning 38000 tooltips and one on how to speed it up further by not opening 5500 files and getting the described fi…
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Hauke Thiessen @haukethiessen.bsky.social · 11/08/2026
New #gamedev blog post: haukethiessen.com/taking-contr... This time, I'm adding a new option to the mesh build settings in #Unreal, making it possible to adjust the Lumen mesh card generation in more detail. Had some fun getting this to work, and depending on your project, it can be quite useful.
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Lars Thießen @larstofus.bsky.social · 02/08/2026
Because of reasons, I am tinkering with the editor localization of Unreal again, and I just can fathom why anybody ever thought this was a good idea. Half of the text in the editor consists of untranslatable variable names anyway, so every label ends up looking like this: #ue5 #gamedev
A cropped screenshot of the Unreal Editor, showing a label and it's tooltip. Both are partially translated into german.
The label reads "Override Weltschwerkraft".
The tooltip reads "Bei 'true' wird GlobalGravityZ anstelle der Projekteinstellung DefaultGravityZ verwendet.".
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Hooded Horse @hoodedhorse.bsky.social · 30/07/2026
mods are asleep, i can post hog on main corsair cove releases tomorrow btw
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Lars Thießen @larstofus.bsky.social · 30/06/2026
A "no-Ai-whatsoever" stance would have been even better in my opinion, but still: A win is a win! Maybe I should give Godot another try? 👀
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Lars Thießen @larstofus.bsky.social · 29/06/2026
If you follow my blog you might have noticed that I'm quite a fan of Superluminal, a fantastic CPU profiler that *just works*. (yes, really). So far it was Windows exclusive, but this finally changes 🥳 Do yourself a favor and try it out!
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UZDoom @uzdoom.bsky.social · 21/06/2026
Helping out our brothers and sisters in the Quake mapping scene! NextBroom, the non-generative-AI fork of Trenchbroom, is welcoming contributors to lend a helping hand! Head on over to codeberg.org/NextBroomTea... to check it out!
codeberg.org
NextBroom
NextBroom, your trusty idtechx Map editor.
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Lars Thießen @larstofus.bsky.social · 18/06/2026
Godot 4.7 is there and with it, as usual by now, some of the best release notes in the business. Videos, side-by-side comparisons, and even direct links to the pull requests! And look at this new drag-and-drop indicator😍 #godot #gamedev
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Lars Thießen @larstofus.bsky.social · 17/06/2026
#UE6 introduces Verse, a programming language that can distribute large-scale computations over hundreds of servers and thousands of CPUs automatically, in real-time. Which is proably Epic's best shot at making their launcher run smoothly 💀
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Lars Thießen @larstofus.bsky.social · 17/06/2026
"The power of UE6 brings Fortnite skins into YOUR GAME!!" Hot take, but maybe they should stay in the game they were specifically designed for? 🫠 #ue6
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Lars Thießen @larstofus.bsky.social · 16/06/2026
How many files do you expect a program to read from disk to fill a drop down menu with 14 entries? A) 0 A) 1 B) 14 C) > 1.5k Bonus question: What do you guess is Unreal's answer to this question? 🫠
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Lars Thießen @larstofus.bsky.social · 15/06/2026
The Steam Next Fest is upon us! If you haven't already, check out the Corsair Cove demo and drop us a review! People really seem to like it so far (>90% positive reviews right now)🏴‍☠️ store.steampowered.com/app/3858730/...
store.steampowered.com
Corsair Cove Demo on Steam
Build a sprawling pirate haven, raise a fleet to explore the high seas, and take on the Crown to keep the Age of Piracy alive! From ale to flintlock pistols, and from scallywags to swashbucklers, you’...
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Lars Thießen @larstofus.bsky.social · 02/06/2026
The demo for Corsair Cove, the most recent game I worked on went live a few days ago and so far the feedback has been amazing. If you haven't yet I really recommend trying out the demo 🥳
A cropped screenshot of the steam review rating of the Corsair Cove Demo, sitting at 92% with 220 reviews.
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Lars Thießen @larstofus.bsky.social · 01/06/2026
Do you remember my collection of fixes for Unreal's renaming issues? The first of them got merged and will be shipped with 5.8! (Actually, it got merged a while ago, but I just noticed it now) #ue5 #gamedv larstofus.com/2026/04/26/h...
larstofus.com
How Unreal struggles with renaming stuff (and how to fix it)
Normally, if a developer complains that “naming stuff is hard,” they are talking about the difficulty of finding a good name that is descriptive, clear, and unambiguous. But sometimes, …
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Lars Thießen @larstofus.bsky.social · 28/05/2026
The performance of Unreal's message log isn't great, especially if you log a lot of messages. Luckily, it's easy to fix and to make it a looot faster: larstofus.com/2026/05/28/h... #ue5 #gamedev
larstofus.com
How to make Unreal’s Message Log 100 times faster
One of the quirks that Unreal beginners are often irritated by is the fact that the Unreal editor has not only one, but two log windows. The more commonly used one is called ‘Output Log&#8217…
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Lars Thießen @larstofus.bsky.social · 26/05/2026
UPDATE: It's there! The 4th edition just dropped! Stay calm, everybody! 🥳
static.klipy.com
Oh My God, It's Happening! (The Office)
ALT: Oh My God, It's Happening! (The Office)
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Lars Thießen @larstofus.bsky.social · 25/05/2026
Sometimes, when I set up worst-case scenarios during profiling, I feel sorry for Unreal. This frametime graph looks like a murder scene🔪🩸
A screenshot of an Unreal Engine 5 frametime graph showing an increase in frametime that is linear and extremly fast.
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Lars Thießen @larstofus.bsky.social · 25/05/2026
Wait, wasn't UE6 the version supposed to bring all this (meta)verse stuff? Can't say I'm too excited for that 🫠
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Godot Engine @godotengine.org · 22/05/2026
We've been working on replacing the Asset Library with something built for the present and future. Here's what's coming. #godotengine godotengine.org/article/intr...
godotengine.org
Introducing the Godot Asset Store – Godot Engine
We've been working on replacing the Asset Library with something built for the present and future. Here's what's coming.
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Hauke Thiessen @haukethiessen.bsky.social · 17/05/2026
New blog article📝: haukethiessen.com/better-rough... This time about composite textures in #Unreal: What they are, why you should use them, and most importantly, how to automate them, using a plugin that I wrote recently. #opensource #gamedev
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Lars Thießen @larstofus.bsky.social · 16/05/2026
Why optimization matters: When signing into Windows takes too long, Windows can activate the screen lock, and, by doing that, sign you out again before the initial sign-in is even finished! I now always have to move the mouse while looking at the login screen, just so I can reach the desktop 🫠
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DarknessFX @drkfx.bsky.social · 23/02/2026
For those not happy with the new "Home" tab from Unreal Engine 5.7.3, to remove the tab: == Edit: Engine\Config\BaseEngine.ini Section: [SystemSettings] Add line: HomeScreen.EnableHomeScreen=False ==
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Lars Thießen @larstofus.bsky.social · 05/05/2026
Never seen a game warn players of it's own chosen engine in the system requirements before, but there's a first for everything, I guess. #UE5
Cropped screenshot of system requirements of the game "A Bumpy Ride" on the game's steam page. The additional notes section says: "A Bumpy Ride runs on Unreal Engine 5, which is known to be a heavy game engine for even some desktops. Please verify your ability to play the game by downloading the demo before purchasing!"
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Lars Thießen @larstofus.bsky.social · 26/04/2026
Unreal has a surprisingly high number of issues when it comes to renaming things in the editor. It even refuses some renaming actions altogether! Let's investigate and fix this: larstofus.com/2026/04/26/h... #gamedev #UE5 #UnrealEngine
larstofus.com
How Unreal struggles with with renaming stuff (and how to fix it)
Normally, if a developer complains that “naming stuff is hard,” they are talking about the difficulty of finding a good name that is descriptive, clear, and unambiguous. But sometimes, …
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Lars Thießen @larstofus.bsky.social · 20/04/2026
In Unreal its possible to set explicit widgets to target during gamepad navigation - but due to a bug only if those widgets were at least renamed once, otherwise they don't show up in the widget list o.O #ue5 #gamedev
Two cropped Unreal editor screenshots showing the setting of explicit navigation targets inside the UMG editor. In the left version now widgets are available for selection, on the right three widgets are available.
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Lars Thießen @larstofus.bsky.social · 19/04/2026
Hey, I worked on that! 😍 Really glad to finally see it out in the open, a lot of hard work went into it!
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Lars Thießen @larstofus.bsky.social · 19/04/2026
Did some local changes in my local Unreal version to launch the UMG editor 3x as fast... But I'm not sure if it's worth it to clean up the code and triple-check potential issues to a degree that I can open a pull request. I already have 10 open ones just idling in the queue for ages 😖
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Lars Thießen @larstofus.bsky.social · 10/04/2026
Just learned that Rollercoaster Tycoon (1999) wasn't the only game that skipped pathfinding altogether, Pizza Tycoon (1994) did something very similar: pizzalegacy.nl/blog/traffic... (great article btw.) #gamedev #pizzatycoon
pizzalegacy.nl
How Pizza Tycoon simulated traffic on a 25 MHz CPU — Pizza Legacy Blog
Reverse engineering the traffic system from Pizza Tycoon (1994): how the original devs drove dozens of cars through a city with almost no CPU budget.
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Arseny Kapoulkine @zeux.io · 02/04/2026
meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome!
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Lars Thießen @larstofus.bsky.social · 31/03/2026
Whoop! 🥳 The first of the two described fixes just got merged and will be part of 5.8!
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Lars Thießen @larstofus.bsky.social · 30/03/2026
The amount of resources that modern apps use is much more frustrating when you think about it in monetary terms. Chrome alone keeps 64€ of RAM hostage 😤
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Hauke Thiessen @haukethiessen.bsky.social · 29/03/2026
New blog post, this time about asset registry tags, an Unreal feature that I think isn't as widely known as it should be, given how useful it is. Contain (hopefully) relevant advice for both coders and non-coders: haukethiessen.com/people-dont-... #Unreal #gamedev
haukethiessen.com
People don’t use Asset Registry Tags enough – Hauke Thiessen
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Lars Thießen @larstofus.bsky.social · 24/03/2026
Apparently there are blogs out there consisting of ai-written summaries of other people's blog posts. Not sure if I should take it as a compliment to be chosen as the source material for a slop blog but I guess that's the modern internet for you 🫠
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Lars Thießen @larstofus.bsky.social · 22/03/2026
After my recent podcast appearance at @stayforever.de where I talked about the optimization of RollerCoaster Tycoon, I finally found some time to also write an article: larstofus.com/2026/03/22/t... If you know German I'd still recommend the podcast, which also dives deep into the rest of the game 🎧
larstofus.com
The gold standard of optimization: A look under the hood of RollerCoaster Tycoon
Due to some lucky circumstances, I recently had the chance to appear in one of the biggest German gaming podcasts, Stay Forever, to talk about the technology of RollerCoaster Tycoon (1999). It was …
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Lars Thießen @larstofus.bsky.social · 20/03/2026
Interesting, Brickadia now uses the excellent VoxelCore Plugin by @phyronnaz.bsky.social for drawing debug markers. It's a LOT faster than Unreal's own debug drawing feature. In the shown example it increases the framerate from around 1 fps to 136(!)
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Lars Thießen @larstofus.bsky.social · 18/03/2026
I don't even use Blender, but I love reading their release notes because of charts like this 🏎️
Cropped screenshot from Blender release notes, showing the improvement of animation playback performance (40 -> 160 fps)
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Eric Lengyel @ericlengyel.bsky.social · 17/03/2026
New blog post: A Decade of Slug This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain. terathon.com/blog/decade-...
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Ritesh Oedayrajsingh Varma @rovarma.bsky.social · 17/03/2026
New article! A user is reporting full system freezes while using Superluminal on Linux. What do you do? Cry? Well, we did a little bit. But we also dove into the kernel...again, this time fixing several issues in eBPF's spinlock implementation. Read all about it: rovarma.com/articles/a-t...
rovarma.com
A tale about fixing eBPF spinlock issues in the Linux kernel | Ritesh Oedayrajsingh Varma
A system freeze led us deep into Linux spinlock internals, where we helped find not one but three bugs in the kernel's resilient locking code used by eBPF.
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Addy !! @addark.bsky.social · 16/03/2026
the fact that you're not just ripping it to shreds has me questioning everything else coming out of DF these days
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Lars Thießen @larstofus.bsky.social · 17/03/2026
For Decades the main goal of every new rendering technique was to give artists more control to achieve their artistic intention. DLSS5 plans to "rectify" this mistake 🤮
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Hauke Thiessen @haukethiessen.bsky.social · 13/03/2026
Another SGA meetup with me on it is just around the corner. This time, we'll talk about the Energy Saving Plugin that I wrote for Unreal. If you're interested in using the plugin or energy saving techniques for games in general, take a look. #gamedev
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Lars Thießen @larstofus.bsky.social · 09/03/2026
Seems like Slay the Spire 2 had the biggest launch of any Godot Game ever, with 15x the players of the previous record holder, Brotato 👀 I hope that creates some momentum for the engine in general but at least it will catch some eyes.
Table of peak player numbers of Godot Engine games.
At the top is "Slay the Spire 2" with 574638 players, in second place "Brotato" with 38905, in third "Backpack Battles" with 36557.
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Lars Thießen @larstofus.bsky.social · 08/03/2026
Grading 15 Unreal projects that I received from students: Easy Downloading 15 Unreal projects before unzipping those 15 projects and launching the editor 15 times to compile shaders 15 times: Pure pain 😭
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#notGDC 2026 @notgdc.io · 07/03/2026
#notGDC 2026 is a free, online game dev non-conference for everyone! This year it runs from March 9–13, the same time as that other conf. Have some gamedev knowledge you want to share with the world? Slides, articles, videos are welcome, and submissions are now open! For more info: notgdc.io
#notGDC 2026, March 9-13.
A game development non-conference, for everyone!
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Lars Thießen @larstofus.bsky.social · 28/02/2026
My favorite podcast just released an episode on of my favorite games: Rollercoaster Tycoon! But as if that wasn't great enough, I even had the opportunity to appear in this episode as an interview partner and talk about two of my favorite topics: Rollercoasters and performance optimizations! 🎢
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Lars Thießen @larstofus.bsky.social · 26/02/2026
Whoop, Unreal's GitHub repo hit 2000 open pull requests (12 of them submitted by me). I'd wish Epic would put more effort into tracking (and closing) PRs. Half of my merged PRs were never marked as such, it's a mess 🫠
Cropped screenshot from the Unreal Engine GitHub pages, showing the counter of open pull requests.
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Hauke Thiessen @haukethiessen.bsky.social · 23/02/2026
Found some time to update the Energy Saving Plugin for Unreal🔋: - Added delegates to trigger in-game events - Added CPU timing events to make the ticking logic show up in Unreal Insights - Adjusted default settings You can find the latest version here: github.com/HaukeThiesse... #gamedev #Unreal
github.com
GitHub - HaukeThiessen/EnergySavingPlugin: Unreal plugin to save energy by reducing max fps and screen percentage when no input is detected or the window loses focus. Based on https://cdn2.unrealengin...
Unreal plugin to save energy by reducing max fps and screen percentage when no input is detected or the window loses focus. Based on https://cdn2.unrealengine.com/reducing-fortnites-power-consumpti...
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