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PetorSFZ

@petorsfz

Game dev, GPUs, voxels, low-level stuff. Voxel game dev at night, AAA game dev during the day. I will never discuss my day job here, my opinions are my own, etc. Mastodon: https://mastodon.gamedev.place/@PetorSFZ Website: skipifzero.com

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17.10.2024
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Latest posts by PetorSFZ @petorsfz

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We ran a randomized controlled trial to see how much AI coding tools speed up experienced open-source developers.

The results surprised us: Developers thought they were 20% faster with AI tools, but they were actually 19% slower when they had access to AI than when they didn't.

10.07.2025 19:46 ๐Ÿ‘ 6901 ๐Ÿ” 3016 ๐Ÿ’ฌ 106 ๐Ÿ“Œ 625

2008: "You can't trust everything that's on wikipedia"

2025: "Wikipedia is the last bastion of pure truth online."

here's how to have your own personal copy of wikipedia while it still persists.

15.03.2025 20:10 ๐Ÿ‘ 723 ๐Ÿ” 287 ๐Ÿ’ฌ 17 ๐Ÿ“Œ 8
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14.01.2025 02:20 ๐Ÿ‘ 190 ๐Ÿ” 30 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 1

I think the "safe" version of your original example would be:

Vec myVec;
int index = 2;
float v;
memcpy(&v, ((const char*)&myVec) + index * sizeof(float), sizeof(float))
return v;

But like, no on wants to write code like that...

16.11.2024 07:32 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

I think it's probably fixed if you add "-fno-strict-aliasing".

Personally, I think it's too dangerous to build C++ with strict aliasing on. Too much code that potentially breaks. The workarounds to make said code defined behavior is usually quite obnoxious.

16.11.2024 07:26 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Other notable things include a custom voxel editor, controlled entirely by gamepad. I wrote it mainly because I got annoyed with limitations of MagickaVoxel and having to use keyboard+mouse all the time.

23.10.2024 19:33 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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GitHub - PetorSFZ/sfz_tech: skipifzero technologies, core libraries, game engines, graphics apis, etc skipifzero technologies, core libraries, game engines, graphics apis, etc - PetorSFZ/sfz_tech

The voxel project is written mostly from scratch. C++, D3D12. All rendering is done through raytracing in compute shaders, the only rasterization is the UI.

I'm using a custom immediate mode UI lib and gpu library which I have written myself:
github.com/PetorSFZ/sfz...

23.10.2024 19:32 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Hi everyone!

I'm a professional AAA game developer at day, and working on a voxel game project at night as a hobby.

Some (old) screenshots from my voxel project

23.10.2024 19:22 ๐Ÿ‘ 21 ๐Ÿ” 0 ๐Ÿ’ฌ 3 ๐Ÿ“Œ 0