blarghameljones.bsky.social
@blarghameljones.bsky.social
small team make small money go like big money
September 15, 2025 at 8:29 PM
vgs vgs vgw vgtg
July 2, 2025 at 6:11 PM
Yes! Thank you.
June 22, 2025 at 2:26 PM
I think the camera was top-down, like Total War, and I'm not sure if it ever released as a game or was only demo'd.
June 22, 2025 at 1:43 PM
If pokemon can conjure water, over a long enough timescale, probably all water was conjured by a pokemon at some point.
April 25, 2025 at 5:02 PM
I still want to call it the Super Switch
April 6, 2025 at 10:11 PM
A design on the page edges is a really cool idea.

Also, I spy a cute dog
March 21, 2025 at 11:12 PM
With such thick cloud cover, it's like living in a gargantuan ice cave
March 4, 2025 at 7:15 AM
The ol' box select, ctrl-T trick 😉
February 26, 2025 at 8:36 PM
How were opinion publishing decisions decided before?
February 26, 2025 at 5:06 PM
The metaphor is getting strained 😶

But you've already been climbing multiple mountains.

When I saw you posting godot stuff, I thought, "wtf, he can do that too?"
February 26, 2025 at 3:28 PM
Can't climb higher than the peak of the mountain you're on, but can climb another mountain
February 26, 2025 at 3:04 PM
Holy moly
January 14, 2025 at 9:04 AM
Be the change you wish to see in the world :)
December 2, 2024 at 6:41 AM
As an almost exclusively PC player, I haven't been able to enjoy the benefits haha
November 27, 2024 at 8:19 PM
In summary, if you can't do it in 16.667/8.333/4.167 ms, you can't do it at all.

(Sorry for the novel 😅)
November 27, 2024 at 7:29 PM
And ofc, a lower frame rate exacerbates all the artifacts implemented to even hit that frame rate.

I see GI where the environment reacts 0.5-1 second behind lighting changes. That's not a success! That's a glaring artifact in my face whenever something moves, which is all the time.
November 27, 2024 at 7:29 PM
Today, if your technique doesn't run in budget, eh run 10% of it and we'll let TAA take care of it.

We're missing our target? Eh, drop the res and let the upscaler take care of it.

All these _compromises_ add up over development and by the end you cannot possibly hit your frame rate w/o stochastic
November 27, 2024 at 7:29 PM
Why do games include a sharpening slider if the result after accumulation isn't softened at all?
November 27, 2024 at 7:29 PM
Taking contributions from multiple pixels to create a final color is *objectively* a blur.

This is one of those "Humans can't see more than 24 fps" things. How do you backup the fact that higher frame rates are indeed smoother if the person just can't see it?
November 27, 2024 at 7:29 PM
Typical TAA discussion:
A: "You don't understand, TAA is NEEDED for games to look this good"
B: "Look this good? It doesn't look good!"
A: "Oh so you like pixel crawling edges?"
B: "Not what I said..."
November 27, 2024 at 6:17 PM
TAA is trading one set of artifacts for another
November 27, 2024 at 6:08 PM
What I would give to live there
November 27, 2024 at 7:03 AM