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Stefan Reinalter

@molecularmusing.bsky.social
525 followers 205 following 438 posts

Founder of Molecular Matters • C++ & low-level programming • Created Live++ (@liveplusplus.bsky.social) liveplusplus.tech

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Reposted by Stefan Reinalter
Edd Coates | Game UI Database @eddcoates.bsky.social · 23/09/2026
Since a dev shared his game concept last month, Steam has been flooded with vibe-coded slop clones. This is what "democratising creativity" actually looks like. Even with AI, your ideas are worthless as long as they can be plagiarised at scale. Gen AI was designed for plagiarism, NOT creativity.
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Reposted by Stefan Reinalter
Alex Kanaris-Sotiriou @kanaratron.bsky.social · 15/02/2025
We're stoked to introduce the 'No Gen AI' seal for indie games! Indie devs can use it on their game's store page to assure potential players that their game was made without the use of Generative AI. You can grab it from the Polygon Treehouse website:- www.polygon-treehouse.com/no-gen-ai-seal
A graphical asset in the shape of a cog. It contains the following text 'This developer assures that NO GEN AI' was used in this indie game
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Stefan Reinalter @molecularmusing.bsky.social · 18/09/2026
Absolutely not a good look, OpenAI. Imagine you're a trillion dollar valued company and can't afford to pay for NYTimes. Instead, it's "ah nice" when you're getting behind their paywall. Also great to read about the "fair use" argument.
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Stefan Reinalter @molecularmusing.bsky.social · 16/09/2026
Rant time: the fact that std::initializer_list in C++ is a partial language construct with special syntax, a compiler-generated array with special lifetime, yet needs a header and an std::initializer_list to provide a type is BONKERS. Looks like any other std type, yet it's not.
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Jess Miers 🦝 @jmiers230.bsky.social · 13/09/2026
I did a somewhat deep dive into the recent OpenAI and Anthropic "hacks" for an upcoming interview. IMO, the AI companies are better off running with the "rogue AI" story because the real story is actually pretty embarrassing. Like making your Wi-Fi password "wifi" embarrassing. 🧵
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Terence Tao @teorth.bsky.social · 11/09/2026
A group of 25 Fields Medalists, including myself, have made a joint declaration on Math and AI: mathandai.org . We welcome additional signatories. See also this article in the Economist announcing the declaration: www.economist.com/science-and-...
mathandai.org
Declaration — Math and AI
Read the declaration and add your name.
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Stefan Reinalter @molecularmusing.bsky.social · 10/09/2026
It seems that Visual Assist X has never met our lord and saviour, COM:
A screenshot of Visual Assist X showing that reinterpret_cast should not be used, but when dealing with COM interfaces, it's the only cast that can actually be used in C++.
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Stefan Reinalter @molecularmusing.bsky.social · 03/09/2026
I rewrote the PVS computation. It now works in quadrants, making use of the fact that all occluders are the same size and on a grid. Angles are now sorted using the wedge product, so there's no floating-point math or radix sort anywhere. This is much faster and bit exact now!
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Stefan Reinalter @molecularmusing.bsky.social · 29/08/2026
This is what I'm talking about: Shows the PVS of a cell on hover in the map editor.
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Stefan Reinalter @molecularmusing.bsky.social · 29/08/2026
Revisited radix sort today for computing exact region-to-region visibility for a PVS. The PVS stores occluded cells, so an empty PVS simply does not cull anything. When computing the PVS in the background, you can "see" it working by draw calls going down and perf. going up :).
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Stefan Reinalter @molecularmusing.bsky.social · 24/08/2026
GTFO! Update your gosh darn crap UI instead of adding another layer of crap to your platform! I want to tear this all to pieces.
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Stefan Reinalter @molecularmusing.bsky.social · 22/08/2026
Imagine sitting on Ultima and WC. Great IPs.
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Stefan Reinalter @molecularmusing.bsky.social · 21/08/2026
Coupa is still an incredibly shitty platform. It's unbelievably bad, yet several major companies use it and force you to use it. Sigh.
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Stefan Reinalter @molecularmusing.bsky.social · 18/08/2026
There's a pattern that keeps coming up and I don't know if it has a name, but I wanted to share: Nothing fancy really, just a way of shoving arbitrary funcs (including capturing lambdas) into ordinary func pointers without needing any inheritance or allocation. E.g. ThreadPool:
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Reposted by Stefan Reinalter
mmalex @mmalex.bsky.social · 16/08/2026
it does! thankyou for taking the time to walk me through it. it sounds like a sequence of steps id probably cock up, but it hilights how you sort of look at code differently once you can incrementally live modify it. i remember having imgui finally click as 'not just cute' when i saw omar add a ...
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Reposted by Stefan Reinalter
mmalex @mmalex.bsky.social · 16/08/2026
introspection of complex state. imgui + hot reload just blew my mind iow :) so yeah... mindset changes once you have these hot reload tools, as you know. cheers!
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Stefan Reinalter @molecularmusing.bsky.social · 16/08/2026
sad_panda_face :(. But it's my own fault really.
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Stefan Reinalter @molecularmusing.bsky.social · 15/08/2026
I was working on something today that made me realise just how profoundly different working with hot-reload for *everything* (assets & all code) is. I often hear people say "my compile times are short, I don't need it" and I think they're missing the point. Thread:
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Stefan Reinalter @molecularmusing.bsky.social · 13/08/2026
Sometimes you have to profile debug builds, and as always @superluminal.eu is perfect for that. My matrix multiplication was using variables on the stack, which caused a lot of stack checks. Rewrote the code, debug performance went from 23ms to 6ms.
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Reposted by Stefan Reinalter
Live++ @liveplusplus.bsky.social · 11/08/2026
In other news, Linux support is coming along nicely and the Closed Beta will most likely start in Q3 2026. Reach out if you are interested!
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Stefan Reinalter @molecularmusing.bsky.social · 11/08/2026
Of course I missed an edge case in the previous 2.11.3 update. It's really hard not to, there are so many variables to the equation.
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Stefan Reinalter @molecularmusing.bsky.social · 10/08/2026
If you don't have an anxiety disorder yet, just watching The Bear might give you one. (Started Season 5...)
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Stefan Reinalter @molecularmusing.bsky.social · 08/08/2026
Now that is a great ide which I'm totally not going to steal!
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Reposted by Stefan Reinalter
Andrew @aac.social · 07/08/2026
This became super evident when I was traveling around to other studios with PS dev support. The longer the turnaround time to make a change and see it on-screen, the worse the game ended up being.
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Reposted by Stefan Reinalter
mmalex @mmalex.bsky.social · 07/08/2026
this is so awesome. we never got to these speeds at early mm but luke petre (not on bsky) used to regularly down all other tasks to ensure cold boot to playable littlebigplanet level was <5s, the productivity improvement was *insane*. highest bang for buck thing you can do is make iteration faster.
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Stefan Reinalter @molecularmusing.bsky.social · 07/08/2026
Two things that would be nice: NVIDIA providing public symbols for their drivers. NVIDIA not having their drivers bring up more than 100 threads on my machine.
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Stefan Reinalter @molecularmusing.bsky.social · 07/08/2026
People know that I care about performance, especially since we've almost collectively forgotten how fast our machines actually are (except for a few people that *do* care - you know who you are). This now sits at 720ms in a master build. Thread with optimizations:
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Stefan Reinalter @molecularmusing.bsky.social · 03/08/2026
Funny comparison: by the time I have completely finished loading everything (full world state, all assets) and brought up the game, editor and Live++, UE5 hasn't even brought up its splash screen ;). Still love working on my own tech.
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Stefan Reinalter @molecularmusing.bsky.social · 03/08/2026
Loading all 1.6GB of current assets (textures & meshes) in 570ms on my 10-year old machine (with a 2080 Ti) using IOCP and unbuffered async reads. Happy for now with this! Final optimization for deployment: loading from a single compressed archive instead of N files.
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Stefan Reinalter @molecularmusing.bsky.social · 29/07/2026
I found one more thing and got it down to ~20ms. This is slightly more than one frame when running at 60FPS. Here's a video showing it in action. I intentionally click on "Start Without Debugging" so you can see the time it takes for the window to appear.
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Reposted by Stefan Reinalter
Omar @ocornut.bsky.social · 25/07/2026
dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).
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Stefan Reinalter @molecularmusing.bsky.social · 21/07/2026
About a month ago I mentioned the "time to first present" in my engine being 50ms from process start, and that there aren't any dynamic initializers that run before main(). The question came up how to inspect the initializers, so here's me following up with code: #cpp
Code showing how to inspect how many dynamic initializers run before main() is called. Makes use of __xc_a and __xc_z and #pragma init_seg(compiler).
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Nathan Grayson @nathangrayson.bsky.social · 16/07/2026
working on a new project for @aftermath.site: a semi-comprehensive, regularly-updated list of every game studio that refuses to use AI. if that sounds like your studio, message me with the reason(s) why as well as basic details about what you make. DMs open and email is nathan@aftermath.site
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Pookleblinky @pookleblinky.bsky.social · 30/06/2024
The way fromsoft questlines work is this: Imagine you are playing D&D. Your party meets a wizard in the forest, and tells you that the nearby town is full of evil cultists. Please, dear adventurers, do something.
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Tom Forsyth @tomforsyth.bsky.social · 10/07/2026
I am so tired of people who can't code telling me about how AI helps them code to 1% of the ability of a professional, which sure is 10x for them. It's like me telling people that the invention of music theory will make actual musicians obsolete because now I, too, can write chords that sound OK.
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Jacco Bikker 🎦 @jbikker.bsky.social · 08/07/2026
TinyBVH has just been 𝘂𝗽𝗱𝗮𝘁𝗲𝗱 𝘁𝗼 𝟭.𝟴.𝟬. For CPU ray tracing, it is now the fastest option in most cases - Outperforming Intel Embree and Madmann91 for BVH build time and single-ray performance. On GPU, performance exceeds 4B rays per second - 4 rays per pixel at 4k/120Hz. github.com/jbikker/tiny...
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Stefan Reinalter @molecularmusing.bsky.social · 09/07/2026
Knowing that this might be the last DOOM done by id Software, running on idTech, just hits different. Seeing the original DOOM run smoothly on a 386 was what made me want to work in the games industry. A *highly* profitable company killed that and decades of knowledge and tech.
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Kingsley Hopking @beardyking.bsky.social · 08/07/2026
God superluminal may just be the best piece of software I have used in years, just absolutely amazing. Buttery smooth, amazing tooling for timings, finding duplicate calls, distribution, histograms & amazingly a in text code breakdown of how long func took. Makes me want to profile everything.
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Stefan Reinalter @molecularmusing.bsky.social · 08/07/2026
Most of the work went into reconstructing the dynamic initializers by cross-referencing COFF groups in the PDB with sections in the object file. Extra shout out to Alexandre Ganea from Haven for all his help!
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mmalex @mmalex.bsky.social · 07/07/2026
i feel like the whole funding structure of games has to change, top down. 20bn annual revenue, afaik net profitable... *but not enough* so you axe 3200 ppls jobs. its nuts. i rag on sony execs but its the same for them: playstation is only seen as a cost center by the wider sony. 'y u no make mor?'
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Stefan Reinalter @molecularmusing.bsky.social · 07/07/2026
I think the next 2-3 years might be the best for indie developers. As big corporations work more towards killing the AAA industry and pivoting to UE6, more and more games will begin to look the same and have similar AI-generated content. Your time to shine as a solo dev.
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John Linneman @dark1x.bsky.social · 06/07/2026
If they ended up decimating id Software's tech team then I have no faith in anything they'll ever do again under the current leadership. Between last week and today's news...I just don't know what to say at this point.
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Stefan Reinalter @molecularmusing.bsky.social · 06/07/2026
"One billion players per day." This industry is so fucked.
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Stefan Reinalter @molecularmusing.bsky.social · 06/07/2026
Fully agree with Alex, also outside of game dev. Don't try to fix a bug until you 100% understand what the cause is. That's the difference between a real fix and a duct tape solution that keeps coming back to bite you when you least expect it.
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Stefan Reinalter @molecularmusing.bsky.social · 03/07/2026
Most people know my stance on it, but it has to be said at this point: As long as Live++ is 100% under my control, there won't be any AI feature of any kind in it, and exactly 0% of its code will be written by any AI. Same for future releases of other tools.
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Freya Holmér @freya.bsky.social · 02/07/2026
now that it's been a few years we can finally see the sheer scope of inspirational works of art created by AI
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Omar @ocornut.bsky.social · 25/06/2026
People saying "AI is a powerful multiplier" are rightfully vindicated - it's definitively a RAM price multiplier.
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Sharlock93 @sharlock93.bsky.social · 25/06/2026
I'm here yet again to tell you that Live++ is making coding so much easier :') I had a ton of debug test codes to tweak and rather than adding variables I'm just changing the code.
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Mike Turitzin @miketuritzin.bsky.social · 25/06/2026
I'm not using it every day depending on what I'm doing, but man, hot-reload of C++ (using Live++) is a life-saver for gameplay iteration. I remember back when I was building my VR app, I would not only have to close/compile/run but also often take the headset off and on. Oof.
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Jb Evain @jb.evain.net · 21/06/2026
Companies that were stressing about GPL contamination for a couple decades are now happily using generative AI tools that were trained on GPL code.
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