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vittorioromeo.bsky.social

@vittorioromeo.bsky.social
74 followers 13 following 59 posts
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 10/09/2026
Frontier LLMs can bring old games back to life. With a combination of Fable and Astra, I patched #Touhou to support high framerates / refresh rates without affecting the speed of the game itself. What was borderline impossible is now just a prompt away. www.youtube.com/watch?v=H7Fc...
youtube.com
Touhou HFR - High Framerate and Refresh Rate Patch
YouTube video by Vittorio Romeo
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 09/09/2026
Arkane's #Prey is the most criminally underrated game of the last decade. I built a mod that makes gunplay more immersive: ironsights/ADS, weapons that angle and pull back against the environment, and GoldenEye-style weapon drag while turning: www.youtube.com/watch?v=uSKu...
youtube.com
Prey (2017) - Immersive Viewmodels Mod - (Update 3.4.2)
YouTube video by Vittorio Romeo
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 12/05/2026
I benchmarked three ways to do enum-to-string in C++26: the new reflection, enchantum, and a classic X-macro. Can you predict the winner? ⚔️ vittorioromeo.com/index/blog/r... #cpp #gamedev
vittorioromeo.com
cost of enum-to-string: C++26 reflection vs the old ways
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 06/05/2026
Patch notes: - Fixed major issue where slider widgets were not affected by gravity. I sincerely apologize for this oversight.
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 05/05/2026
Normal game developer: "I will add ImGui to display useful information and help me debug my game." Me:
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 01/05/2026
C++20 coroutines have lovely syntax, but they're a terrible fit for games. Here's what I built instead: ~200 lines of stackless C++ coroutines that survive a quicksave/quickload.💾 vittorioromeo.com/index/blog/s... #cpp #gamedev
vittorioromeo.com
stackless coroutines for gamedev in ~200 lines of C++
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 10/03/2026
I made a mistake in my original benchmarks: the Docker image I used had internal GCC assertions enabled. I re-measured everything on a proper build, and times are ~50% faster across the board. The article has been updated with the correct data. I apologize for the confusion.
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 06/03/2026
Fast iteration is the key to developer happiness. 🚀 I took a very early look at C++26 Reflection in GCC 16 to see if it would ruin my "fast compile" workflow. Here are my findings! vittorioromeo.com/index/blog/r... #cpp #gamedev #programming
vittorioromeo.com
the hidden compile-time cost of C++26 reflection
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 03/11/2025
What if... I combined #tetris and #vampiresurvivors? www.youtube.com/watch?v=Tb6d... #gamedev #cpp #sfml
youtube.com
🤯 Tetris + Vampire Surivors + Megabonk? Pt. 2 #gamedev #devlog #tetris #vampiresurvivors #megabonk
YouTube video by Vittorio Romeo
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 18/10/2025
Ever need a profiler but don't want the hassle of a heavy framework? I wrote about a simple, hierarchical #ImGui profiler I created for my projects. It's thread-local, has minimal overhead, and only ~500 lines of C++. Check it out! 👇 vittorioromeo.com/index/blog/s... #cpp #gamedev
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 21/09/2025
I was incredibly fed-up with #powerpoint not supporting proportional text drag-resizing. So after searching hours for workarounds and solutions... I just implemented it myself 😎 #presentation #addin #office #microsoft #slides
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Reposted by @vittorioromeo.bsky.social
Jeremy Laumon @jeremy.laumon.name · 21/09/2025
If you're curious about how Boost.PFR works, this blog article explains the basics: akrzemi1.wordpress.com/2020/10/01/r... It's clever but not too crazy! I definitely see potential uses for it
akrzemi1.wordpress.com
Reflection for aggregates
An aggregate is an array or a class with no user-declared or inherited constructors, no private or protected direct non-static data members, no virtual functions, and no virtual, private, or protec…
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 21/09/2025
I have created a self-contained version of my #cppcon 2025 keynote demo using @raysan5.bsky.social's excellent #raylib. The only requirement is CMake, all dependencies are automatically fetched. ➡️ github.com/vittoriorome... Enjoy! 🚀 #cpp #indiedev #performance #cplusplus #performance
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 19/09/2025
My CppCon 2025 keynote is now available on YouTube -- eager to hear what you think! 🚀 www.youtube.com/watch?v=SzjJ... #cpp #cplusplus #gamedev #performance #sfml
youtube.com
More Speed & Simplicity: Practical Data-Oriented Design in C++ - Vittorio Romeo - CppCon 2025
YouTube video by CppCon
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 17/09/2025
I'm very excited about C++26 reflection. However, people underestimate what you can achieve *today*! Inspired by Barry Revzin's awesome "Practical Reflection" talk at @cppcon.bsky.social I wrote automatic Dear #imgui generation for structs, including labels! (via Boost.PFR) #cpp #gamedev
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 06/09/2025
Reflection in C++26...? Who needs that! With some good old C++17 metaprogramming, you can get type-safe, refactor-proof Struct-of-Arrays transformations today😎 gcc.godbolt.org/z/sd7f4Mjx8 #cpp #gamedev #performance #HPC
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 17/08/2025
🤔 What if writing faster C++ code actually meant writing *simpler* code? I'm incredibly excited to share that I will be giving my first-ever keynote at @cppcon.bsky.social 2025: ➡️ “More Speed & Simplicity: Practical Data-Oriented Design in C++” cppcon.org/2025-keynote... #cpp #gamedev #cplusplus
cppcon.org
2025 Keynote, Vittorio Romeo: “More Speed & Simplicity: Practical Data-Oriented Design in C++” | CppCon
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 20/06/2025
POV: You combine C++23's "deducing this" and C++17's CTAD to implement a vector iterator that propagates constness with no repetition (DRY). Can you spot the mistake? Every LLM seems to be fine with the code! #cpp #cplusplus #gamedev #coding
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 25/05/2025
Unfortunately it's a #golang article but it's very valid for #cpp as well. KISS! rednafi.com/go/di_framew...
rednafi.com
You probably don't need a DI framework
When working with Go in an industrial context, I feel like dependency injection (DI) often gets a bad rep because of DI frameworks. But DI as a technique is quite useful. It just tends to get explaine...
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 22/05/2025
Is it possible to write a simple iteration API that hides implementation details *and* lets users `break` and `continue`? 🤔 Here's a new article about a lightweight solution using a `ControlFlow` enumeration! ➡️ vittorioromeo.com/index/blog/c... ⬅️ #cpp #gamedev #cplusplus
vittorioromeo.com
how to break or continue from a lambda loop?
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 09/05/2025
What is the proper way of ensuring non-exclusive borderless fullscreen on Windows + OpenGL? Using windowed + borderless flags in SDL still results in exclusive fullscreen: github.com/libsdl-org/S... How do most games implement this sanely? #cpp #gamedev #sdl #sdl3
github.com
SDL3: OpenGL Borderless Window Becomes Exclusive Fullscreen on `SDL_GL_SwapWindow` (Windows 11) · Issue #12791 · libsdl-org/SDL
Creating a borderless OpenGL window (SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS) at the native display resolution on Windows 11 results in the window unexpectedly switching to an exclusive fullscree...
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Reposted by @vittorioromeo.bsky.social
Andrea Di Bartolo @andreadbx.bsky.social · 09/05/2025
globalgamejam.org/news/global-... So happy for my friend @vittorioromeo.bsky.social representing our hometown in the global game jam with his cute, little game store.steampowered.com/app/3499760/... #gamedev #gamejam #globalgamejam
globalgamejam.org
Global Game Jam Jammer Spotlight: Vittorio Romeo | Global Game Jam
Turning cats and bubbles into a Steam game!
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 02/05/2025
Any #opengl wizard interested in helping me demystifying an incredibly weird bug where an innocuous `glGetIntegerv` call causes an unrelated assertion failure? 🤨 forums.developer.nvidia.com/t/weird-beha... #gamedev #cpp
forums.developer.nvidia.com
Weird behavior involving context switching, FBOs, and `glGetIntegerv` - driver bug?
I’ve managed to minimize a incredibly weird bug in one of my programs. Basically: Create OpenGL contexts A and B Activate context B and bind GL_FRAMEBUFFER 0 Activate context A and create a texture...
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 30/04/2025
Exciting news! 📢 I'm now offering bespoke C++ training, mentoring & consulting: romeo.training While current availability is limited (weekends/off-hours), I'm keen to connect with potential clients for future projects as my schedule evolves. RTs appreciated! #cpp
romeo.training
Vittorio Romeo - C++ Training, Mentoring, and Consulting
Elevate your C++ skills with expert guidance from Vittorio Romeo, offering tailored training and mentoring solutions.
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 18/04/2025
As part of my battle against long #cpp compilation times, I've opened a (work-in-progress) PR for Aras Pranckevičius's excellent ClangBuildAnalyzer to add an approximate origin of expensive template instantiations: github.com/aras-p/Clang...
github.com
Display origin of template instantiations by vittorioromeo · Pull Request #105 · aras-p/ClangBuildAnalyzer
Addresses #93. Could be improved in the future, but it's already quite useful. Example output: **** Templates that took longest to instantiate: 602 ms: std::vformat_to<std::__format::_Sin...
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 11/04/2025
Released a major update today, adding #speedrun mode to my #indie game BubbleByte! 🫧🐱 store.steampowered.com/news/app/349... Powered by Modern #cpp, #sfml, #sdl, and #imgui. Fully #OpenSource! #clicker #gameart #gamedev #idle #incremental #indiedev #indiegame #screenshotsaturday #towerdefense
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 09/04/2025
Here's short #cpp article on a simple yet suprisingly effective implementation of automatic draw batching in my fork of SFML 🚀 vittorioromeo.com/index/blog/v... #sfml #gamedev #opengl #performance #indiegame #indiedev
vittorioromeo.com
free performance: autobatching in my SFML fork
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 07/04/2025
The game my girlfriend and I made is going to be played live on stream for the first time -- hope it goes well!🤞 #screenshotsaturday #cpp #gamedev #idle #incremental #indiedev #indiegame #sfml #towerdefense #twitch
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 28/03/2025
Reviews like this remind me why I pour my heart into #gamedev. Every late night was worth it. 🌙 #screenshotsaturday #indiedev #indiegames #indie #Steam #sfml #sdl #cpp
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 22/03/2025
Today I released the first major update for BubbleByte, reworking prestige scaling and adding a new autocast option for the Wizardcat! (Pictured: the Wizardcat stops time 🧙) #screenshotsaturday #cpp #gamedev #idle #incremental #indiedev #indiegame #sfml #towerdefense @sfml.bsky.social
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 17/03/2025
I did a quick test changing `float` to `_Float16`, and unless I screwed up, the results are very promising! 5M particles, multithreading on, rendering off, and repopulation off: - float: ~5.1ms (180FPS) - _Float16: ~2.15ms (380FPS)
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 17/03/2025
Fellow fast #cpp compilation time enjoyers, has anyone figured out a way of defaulting C++20's spaceship operator (`<=>`) without having to include `<compare>`? At the very least, defaulted equality does not require the header...
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 17/03/2025
Just published a short #cpp article that benchmarks the AoS (Array of Structures) layout versus the SoA (Structure of Arrays) layout in a 2D particle simulation. You can try out the benchmark right in your browser! vittorioromeo.com/index/blog/p... #sfml #gamedev #opengl #performance
vittorioromeo.com
AoS vs SoA in practice: particle simulation
Article/tutorial on http://vittorioromeo.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 16/03/2025
Today I hosted a #speedrun tournament for my game, BubbleByte, at my local gaming hall! (Redshift Gaming) It was fun to see people play live, and a great source of feedback :) #clicker #cpp #gamedev #idle #incremental #indiedev #indiegame #sfml #towerdefense
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 14/03/2025
🚀 BubbleByte has officially launched on Steam! 🥳🎉 I'd be incredibly grateful if you tried it out and spread the word! ❤️ store.steampowered.com/app/3499760/... #art #clicker #cpp #gameart #gamedev #idle #incremental #indiedev #indiegame #screenshotsaturday #sfml #towerdefense
store.steampowered.com
Save 20% on BubbleByte on Steam
Unleash a cat army on an endless bubble invasion! 🫧 A unique blend of incremental clicker and tower defense with satisfying click-combos and quirky cats who automate your bubble-popping empire. 🐱 Clic...
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 11/03/2025
Made a new trailer for BubbleByte! 🫧🐱 Put a *lot* of effort into it, hope it conveys what the game is about while being engaging! 😁 www.youtube.com/watch?v=Db_z... #art #clicker #cpp #gameart #gamedev #idle #incremental #indiedev #indiegame #screenshotsaturday #sfml #towerdefense
youtube.com
BubbleByte 🫧🐱 | Gameplay Trailer
YouTube video by Vittorio Romeo
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 09/03/2025
Folks, what do you think is the best #Steam capsule art for my upcoming game? The main goal is get people to click, doesn't have to match the game's artstyle :) #cpp #sfml #gamedev #indiegame #indiedev #idle #clicker #incremental #towerdefense #gameart #screenshotsaturday #art
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 06/03/2025
@ocornut.bsky.social's Dear #ImGui is a godsend. I'm debunking the myth that it can't create polished game UIs - my game looks & feels great with it. Today I added background/BGM selectors very easily! #cpp #sfml #gamedev #indiegame #indiedev #idle #clicker #incremental #towerdefense
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 05/03/2025
I have added unlockables to 🫧🐱 BubbleByte! Discovering a unique cat will grant a background and BGM track. UI is also affected! What do you think? Are these small features worth the big effort? #cpp #sfml #gamedev #indiegame #indiedev #idle #clicker #incremental #towerdefense #cat #automation
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 03/03/2025
🫧🐱Here's BubbleByte, my new incremental idle/clicker game all about #cat #automation! Trailer: youtube.com/watch?v=nWmu... Wishlist on Steam: store.steampowered.com/app/3499760/... Powered by Modern #cpp and #sfml! #gamedev #indiegame #indiedev #idle #clicker #incremental #towerdefense
youtube.com
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vittorioromeo.bsky.social @vittorioromeo.bsky.social · 03/03/2025
I am beyond disappointed... I sent this DM in 2020 alongside an email to @nightdivestudios.bsky.social -- both got ignored. Since then I've worked on more successful VR mods (HL2VR Unleashed, Vertigo 2 Unleashed). I would have helped out for free as a passion project, and I'd still do it. 😔
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