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subatiq

@subatiq.com
25 followers 39 following 26 posts

Actively engineering stuff linkedin.com/in/subatiq

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subatiq @subatiq.com · 19/07/2026
Stress 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
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subatiq @subatiq.com · 04/09/2025
Experimenting 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
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subatiq @subatiq.com · 14/08/2025
These animations tickle something in my brain in a good way #gamedev #wgpu #jailang
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subatiq @subatiq.com · 24/07/2025
Testing 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.
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subatiq @subatiq.com · 18/07/2025
Learning sculpting to produce assets for my game. Nomad sculpt is such a great tool even on 2016 iPad #3D #sculpt #gamedev
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subatiq @subatiq.com · 07/07/2025
Continuing 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
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subatiq @subatiq.com · 25/05/2025
A 6x difference in app size, with arguably the same features. Love to see such things
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subatiq @subatiq.com · 07/05/2025
notashelf.dev/posts/curse-...
notashelf.dev
The Curse of Knowing How, or; Fixing Everything | BlogGitHubTwitterRSS FeedGit Branch
A reflection on control, burnout, and the strange weight of technical fluency.
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subatiq @subatiq.com · 06/05/2025
Overloading 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.
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subatiq @subatiq.com · 01/05/2025
Loving this version so much more
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Reposted by subatiq
Bryan Cantrill @bcantrill.bsky.social · 01/05/2025
Our 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.computer
Oxide’s Compensation Model: How is it Going? / Oxide
Reflecting on how our compensation model is going
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subatiq @subatiq.com · 01/05/2025
I 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.
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subatiq @subatiq.com · 30/04/2025
I 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
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subatiq @subatiq.com · 29/04/2025
Making 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.
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subatiq @subatiq.com · 07/02/2025
Doing 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
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