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sapientlion.bsky.social

@sapientlion.bsky.social
5 followers 9 following 36 posts

The Computer Tamer

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sapientlion.bsky.social @sapientlion.bsky.social · 21/09/2026
According to web.archive.org/web/20260919..., there's no mention of any compression techniques being used inside or outside the archives. I'm not sure where that statement would come from, but you're right.
web.archive.org
VPK (file format) - Valve Developer Community
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sapientlion.bsky.social @sapientlion.bsky.social · 21/09/2026
From the player's point of view, however, the changes are so minuscule to the point where one would ask oneself "is it worth all the resources the game needs to produce this?". In some games, i had to squint really hard to notice any difference with some options enabled and disabled.
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sapientlion.bsky.social @sapientlion.bsky.social · 21/09/2026
It's a tremendous effort, one that i'll always have high respect for.
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sapientlion.bsky.social @sapientlion.bsky.social · 21/09/2026
From the engineering point of view, it's amazing what developers do and achieve with their know how, and i love watching that unfold. Even as someone who works in the field, i do know and understand what gets done and how it gets done to accomplish these results.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
But i digress.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
These days it's become a race for the most hyperrealistic visuals the game can offer to the audience. The question is, when does this reach a point where it becomes a hindrance rather than a feature?
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
And the beauty of that all is that those same limitations forced developers to be much more creative at what they were doing.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
It may sound unfair, but that doesn't mean it's untrue. If you take a closer look at what developers did back then when storage media was severely limited compare to what we have today, you'd quickly discover that they were working with various workarounds to circumvent those limitations.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
Not necessarily. I was thinking more about compression algorithms that would offer a great deal in asset size reduction. Although, all that comes with a cost: longer loading times, higher RAM usage and et cetera. No need for a data removal in this case.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
Anyway, i'd like to agree with all this but part of me still thinks that all those assets could be downsized even more than they already are, and i know for sure it is possible to do that up to a certain point, with some unavoidable caveats.
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sapientlion.bsky.social @sapientlion.bsky.social · 20/09/2026
That's pretty impressive what Cyberpunk 2077 could achieve and what Source Engine games couldn't.
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sapientlion.bsky.social @sapientlion.bsky.social · 19/09/2026
Otherwise, i agree with the part where some games tend to include so much cosmetic content inside that it easily inflates the overall size of the games. That's a fact.
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sapientlion.bsky.social @sapientlion.bsky.social · 19/09/2026
I'm not convinced by the arbritrary number you've given here. Could you back that up by giving a reference to an article or citing a paper that confirms or denies this?
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sapientlion.bsky.social @sapientlion.bsky.social · 19/09/2026
Understandable. Keep it up!
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
Younger me had no idea at the time that The Sims 3 (with all expansion packs) installation size of ~30GB was only a foreshadowing of what would one day become the norm in the video game industry. Such a shame.
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
I find it beautiful what developers of the past could achieve with the limited hardware of the time. So much content that's both compressed and works optimally on all targeted devices. Nowadays, optimization is like a lost art.
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
"My vision is augmented" - JC Denton
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
Can't quite tell from the clip what kind of meshes you're rendering, but have you tried rendering the same scene with the same number of meshes that are more complex than this? I have a feeling one way or another you'll end up using multithreading due to the bottleneck of using a single thread.
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
How long did it take you to develop the first working prototype?
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
What a funny coincidence! I also happen to use those two for developing a game engine of my own. I tried to do something using Vulkan at first but ended up working with OpenGL instead because it's more familiar to me and less manual than Vulkan.
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sapientlion.bsky.social @sapientlion.bsky.social · 18/09/2026
That's mighty impressive! What tech stack are you using to develop this?
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sapientlion.bsky.social @sapientlion.bsky.social · 07/09/2026
That's why i'm not looking forward to playing any games that contain AI-generated content. I want to see a developer's vision, not someone else's. I'd rather see an attempt at creating something interesting rather than what a machine would generate out of the collected data.
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
AI tools have accelerated and revolutionized certain aspects of the software development. However, that doesn't mean that organizational structures and people themselves have suddenly changed to reflect the reality we have today.
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
3. Nature of development - most of the open-source projects are being developed and supported by volunteers from all over the globe who work on these projects in their spare time. Outside responsibilities - they can severely impact the pace of development.
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
2. Money - hosting, manpower, storage, tools and et cetera - some of those things are not for free and must be paid for one way or another. No money - no new features. Simple as that;
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
1. Management - in most companies nowadays, there're layers upon layers of management that dictate how and what will be included in the product. Every decision is filtered through all that, and there are not so many ways to bypass those layers;
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
Blaming software engineers for all the shortcomings of modern software development is rather blunt and unfair. I dig your frustration but you haven't taken into account the following things that influence the way the modern software development works:
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sapientlion.bsky.social @sapientlion.bsky.social · 06/09/2026
There's always a room for improvement. Don't overdo the learning part and you'll be fine. Keep it up!
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sapientlion.bsky.social @sapientlion.bsky.social · 03/09/2026
On top of that, it's not fun scrolling all the way back in the chat history hoping to find a vital piece of information that would help one resolve a certain issue. I went through that once and cursed everything in the process.
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sapientlion.bsky.social @sapientlion.bsky.social · 03/09/2026
Couldn't agree more on that. Finding useful information on projects these days can become a tedious task, especially when developers prefer to conduct all their communcation via a Discord server. Discord is a chatting platform, first and foremost, not an information repository.
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sapientlion.bsky.social @sapientlion.bsky.social · 03/09/2026
Frankly, i think it's a good practice to keep updating the software for some time after release until there's no point in doing so. That alone signals to me that the developer cares for their product - but only if there's something to improve upon.
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sapientlion.bsky.social @sapientlion.bsky.social · 01/09/2026
It really depends on how well it's executed. In my example, the story's like all over the place, at least in the beginning. Abrupt and thrown in together with some degree of disregard to what was happening in the previous story. I believe such approach can work, but not in this case.
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sapientlion.bsky.social @sapientlion.bsky.social · 01/09/2026
Deus Ex: Invisible War moment. What was the point of doing one of the three endings from the first game when all that got retconned in the sequel anyway by combining all the endings into one major event? All that effort for nothing.
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sapientlion.bsky.social @sapientlion.bsky.social · 01/09/2026
Looks great but i think it won't hurt if you were to make the labels fixed and be on top of the items instead. The subtle movement to the left forces me to track the command/item making the whole thing a little bit distracting
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sapientlion.bsky.social @sapientlion.bsky.social · 01/09/2026
Not to mention the resources it's going to take to render the scenes on a hardware that's barely affordable these days
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sapientlion.bsky.social @sapientlion.bsky.social · 01/09/2026
Hello, World! This is my first ever post on this platform. I'm looking forward to making my life more exciting and richer by joining this community.
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