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Dan Miller

@dan0mighte

game dev. Software engineer. Systems obsessed. he/him check out my work and blog: http://linktr.ee/fraculation

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18.10.2024
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Latest posts by Dan Miller @dan0mighte

Thomas Lam's Website

I may as well share with you the big boy version of this that all the math Ph.D students spread around a couple years ago
cims.nyu.edu/~tjl8195/sur...

07.03.2026 19:00 πŸ‘ 7 πŸ” 2 πŸ’¬ 4 πŸ“Œ 0
14.02.2026 01:45 πŸ‘ 20772 πŸ” 5585 πŸ’¬ 145 πŸ“Œ 62

No Kings includes Draft Kings

08.02.2026 23:49 πŸ‘ 26113 πŸ” 6102 πŸ’¬ 185 πŸ“Œ 110
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Found it here on "alderman alex brower" FB Page m.facebook.com/profile.php?...

03.02.2026 00:41 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Were excited for the stream to start!

03.02.2026 00:30 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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You'll be able to customize your squad between missions by swapping out active soldiers.

It's not easy to show, but this is also now preserved across play sessions in saved data.

#godot #indiedev #gamedev

27.01.2026 17:12 πŸ‘ 10 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

bacpac

19.01.2026 01:52 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

some good climate/energy news:

* 96% of new US power capacity was carbon-free in 2024 (56 gigawatts!)

* 2025 included the first month ever when 51% of power on the U.S. grid was carbon-free

* The golbal trend is overwhelming: The world is now investing more $ in clean energy than fossil fuels

26.12.2025 14:09 πŸ‘ 1153 πŸ” 424 πŸ’¬ 13 πŸ“Œ 14

the loop between "holy shit, AI can do <X> now, that's amazing, how did it even do that" and "I never want to see another <X> as long as I live" is just very tight

30.11.2025 17:50 πŸ‘ 236 πŸ” 27 πŸ’¬ 2 πŸ“Œ 1
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Writing code on a bumpy train and tried stabilizing the display image to my head -- it does (surprisingly) make things a bit easier to read but overall feels too weird to actually use.

25.11.2025 23:25 πŸ‘ 22 πŸ” 5 πŸ’¬ 1 πŸ“Œ 0

There's a project hail Mary movie happening!?!? Extremely Excite

20.11.2025 02:26 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I bet it reflects a reality of the hardware! A lot of optimization nowadays is around memory access patterns. Random memory access is more expensive than compute in a lot of cases. See things like ECS

16.11.2025 17:27 πŸ‘ 6 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I made a joke in my main Discord server about DOOM E1M1 being in a major key and @abigbagofkeys.sickonedude.com actually made it. Jesus fucking Christ listen to this hahahaha

14.11.2025 13:47 πŸ‘ 5581 πŸ” 2218 πŸ’¬ 280 πŸ“Œ 366

Oh!

05.11.2025 12:26 πŸ‘ 256 πŸ” 32 πŸ’¬ 1 πŸ“Œ 0

What was the benefit of using 3 different types of VS Code, over opening three instances of the same editor?

02.11.2025 19:18 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I feel this hard. I'm finding that most companies I've interacted with show diminishing returns on technical skills, instead incentivising people problem solving. Like it's actually hard to find a problem where deep technical skill is truly necessary and aligns with $$$

01.11.2025 04:09 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
A Snickers bar broken in half with sprites for Dwarf Fortress of catapults and a ballista.

A Snickers bar broken in half with sprites for Dwarf Fortress of catapults and a ballista.

PARENTS, please check your kids Halloween candy. I just found dwarven siege weaponry, some STILL under construction. No words.

30.10.2025 19:29 πŸ‘ 129 πŸ” 28 πŸ’¬ 1 πŸ“Œ 0

I've seen that typically up to 90-99% of states are soft lock states

29.10.2025 12:17 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I mean exploring every -winnable- state! Right now I do that by exploring every state and then trimming out the soft locked ones at the end. Next optimization step would be to use some sort of A* to find the win state and work backwards, I think. When/if solving becomes the bottleneck

29.10.2025 11:45 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

🀩 Does this mean I can achieve my dream of validating my build and deployment pipeline locally? No more branches full of 100 tweak commits?!

28.10.2025 22:02 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Hey look that's me! (If you look closely)

28.10.2025 21:52 πŸ‘ 2 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

Dang, so close to getting into that contributer list!

28.10.2025 21:35 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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I found an issue and would contribute a fix, is the website open source?

28.10.2025 21:01 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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πŸ“’Introducing ArkRegexπŸ“’

a drop in replacement for new RegExp() with types ⬇️

28.10.2025 16:38 πŸ‘ 178 πŸ” 28 πŸ’¬ 3 πŸ“Œ 14

I may be wrong but I hope that in the general case (for other types of games) solving the graph is O(n) where n is the number of possible game states. At its core it is graph traversal, and both depth-first-search and breadth-first-search are linear time IIRC

28.10.2025 17:26 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Every node repels every other node, that's the hard part :'). I could walk all the neighbors to apply spring forces in O(e), but for the repellent force it's O(n^2) to brute force. The Octree brings it down to O(n log(n)) in theory

28.10.2025 17:25 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Was doing a test of the penguin stepping code by applying a moving circular bias, and accidentally made tapdancing lololol look at 'em go!
#GodotEngine #gamedev #indiedev

27.10.2025 23:35 πŸ‘ 220 πŸ” 29 πŸ’¬ 9 πŸ“Œ 0

And it turns out that visualization is the most compute intensive part! There are many games I can solve in a couple seconds that take minutes to render out

28.10.2025 08:30 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Thanks! The secret is that this is just a visualization, meaning the graph is fully solved already. So I can adjust the speed of reveal very easily without worrying about process time.

28.10.2025 08:28 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Back on my game graph bullshit again. This shows the graph taking shape gradually via a random walk process.

28.10.2025 00:54 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0