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Notices by Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)

  1. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Sunday, 19-Apr-2026 01:36:16 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    • Miguel de Icaza ᯅ🍉
    • Thomas 🔭🕹️

    @thomasfuchs @Migueldeicaza wait, you only have 6 phones??? weeeird

    In conversation about 2 months ago from mastodon.gamedev.place permalink
  2. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Thursday, 23-Jan-2025 01:21:28 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to

    @sinbad yeah I kept it around for the same reason, but deleted it in december too

    In conversation Thursday, 23-Jan-2025 01:21:28 JST from mastodon.gamedev.place permalink
  3. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Tuesday, 14-Jan-2025 02:09:29 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to
    • The Seven Voyages Of Steve

    @sinbad why? are the generated file names not human readable?

    In conversation Tuesday, 14-Jan-2025 02:09:29 JST from mastodon.gamedev.place permalink
  4. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Monday, 13-Jan-2025 03:54:14 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺

    So a thing that's been in my mind for a while is that for a long time one of the reasons we'd put all our game resources in very large files was because mechanical harddrives had horrible seek times..
    but this isn't true anymore for ssd's
    now I'm not saying that there aren't other reasons for putting all your assets in a large file, there definitely are, but at least on the editor side of things maybe things could be a bit more .. loose

    In conversation Monday, 13-Jan-2025 03:54:14 JST from mastodon.gamedev.place permalink
  5. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Monday, 13-Jan-2025 03:54:12 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to

    take unity's scene files for example, they contain game objects but can also contain resources like meshes etc
    what if instead of storing all that in a file, we simply have folders for our "scene files"?
    files/sub folders could be locked in version control individually, making collaboration simpler
    merge conflicts would be a lot simpler to deal with too

    In conversation Monday, 13-Jan-2025 03:54:12 JST from mastodon.gamedev.place permalink
  6. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Monday, 13-Jan-2025 03:54:11 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to

    objects would have unique file ids, would be updated through import system. they'd basically be unity prefabs. instances of prefabs would be prefab variants.
    moving, renaming of objects would be file operations
    since you'd have folders you could have folders in your hierarchy
    transformation hierarchies would be more complicated to handle ux wise though, but maybe this should be a separate hierarchy anyway? maybe?

    In conversation Monday, 13-Jan-2025 03:54:11 JST from mastodon.gamedev.place permalink
  7. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Tuesday, 09-Jan-2024 18:20:42 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to
    • aeva

    @aeva that's crazy, that's 5 years in the future

    In conversation Tuesday, 09-Jan-2024 18:20:42 JST from mastodon.gamedev.place permalink
  8. Embed this notice
    Sander van Rossen🇺🇦🇪🇺 (logicalerror@mastodon.gamedev.place)'s status on Sunday, 30-Jul-2023 15:21:22 JST Sander van Rossen🇺🇦🇪🇺 Sander van Rossen🇺🇦🇪🇺
    in reply to
    • David Amador

    @djlink yeah, they recently found this thing in the melting ice

    In conversation Sunday, 30-Jul-2023 15:21:22 JST from mastodon.gamedev.place permalink

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    Sander van Rossen🇺🇦🇪🇺

    Sander van Rossen🇺🇦🇪🇺

    Creator of Realtime CSG and Chisel, level editors that works from within Unity. 
Previously indie dev. (Zombie Gunship and Gunship X), Unity. GDC presenter (Constructive Solid Geometry / level design tools)

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