subatiq @subatiq.com · 19/07/2026Stress testing the game on M1 Pro at 3024x1964 120Hz. No FPS drops, no overheating. Pretty proud of this engine. Now heading towards gameplay polishing #gamedev #jai 1194
subatiq @subatiq.com · 04/09/2025Experimenting with 3D modeling. Came up a steamthrower. It superheats icy liquid and launches a jet of steam at enemies. Has that dwarf-steampunk vibe, but with modern elements. #3D #blender #handpainted #gameart #gamedev www.artstation.com/artwork/RKo0xe 072
subatiq @subatiq.com · 14/08/2025These animations tickle something in my brain in a good way #gamedev #wgpu #jailang 052
subatiq @subatiq.com · 24/07/2025Testing a "Nomad Sculpt -> Blender + Substance Painter -> My engine" pipeline to optimise my time as a solo dev. So much fun to see how everything comes together. 020
subatiq @subatiq.com · 18/07/2025Learning sculpting to produce assets for my game. Nomad sculpt is such a great tool even on 2016 iPad #3D #sculpt #gamedev 1133
subatiq @subatiq.com · 07/07/2025Continuing building my game. Jai language enables me to do things so much faster and cleaner than other languages I tried. Even though the engine is built from the ground up, most features are so easy to implement #jailang #wgpu #gamedev 082
subatiq @subatiq.com · 25/05/2025A 6x difference in app size, with arguably the same features. Love to see such things 000
subatiq @subatiq.com · 07/05/2025notashelf.dev/posts/curse-...notashelf.devThe Curse of Knowing How, or; Fixing Everything | BlogGitHubTwitterRSS FeedGit BranchA reflection on control, burnout, and the strange weight of technical fluency. 100
subatiq @subatiq.com · 06/05/2025Overloading engineers to deliver faster is so stupid long-term. Sure, we need to satisfy customers—so let’s burn out our team until nobody’s left to build the quality product they expect. Seen too much of this. 100
Reposted by subatiqBryan Cantrill @bcantrill.bsky.social · 01/05/2025Our compensation model at @oxide.computer was a very hot topic when we first posted about it over four years ago. But now years later (and a tripling in size!), how is it going? An overdue update: oxide.computer/blog/oxides-...oxide.computerOxide’s Compensation Model: How is it Going? / OxideReflecting on how our compensation model is going 410112
subatiq @subatiq.com · 01/05/2025I have this itchy feeling in my brain that all the #localfirst and #decentralized tech fits very well for a team tooling: VCS, issue tracking, knowledge bases, chat and videoconf, etc. Infra is private, lives as long as the team exists, is naturally isolated inside a company network. Seems legit. 000
subatiq @subatiq.com · 30/04/2025I released a game on the #appstore a few years ago—it was so polished that I didn’t expect to patch anything after extensive testing. Well, it got delisted because the last update was *too long ago* 🙃 #gamedev 4213
subatiq @subatiq.com · 29/04/2025Making solid progress on my custom engine #rust #wgpu #gamedev Thanks to Rust and extensive GPU profiling, feeling confident about not having crashes mid-session—the worst thing in gaming, if you ask me. 1132
subatiq @subatiq.com · 07/02/2025Doing some rendering with #rust and #wgpu. So far I’m really happy with how much I’m learning while building a game without an engine. #gamedev is truly a great source of knowledge to grok as a software engineer and designer. Kudos to Marek Cahyna for the free access to the model 0122