Mathieu Ropert
Tech Consultant, Trainer, Game developer and Lead making your software go fast. Ex Unity, ex Paradox.
Co-host of @cppcast@hachyderm.io.
Amateur photographer and occasional winetaster.
Guess I should do an #introduction
Hey there! I'm Mathieu, I've been doing #cpp #gamedev and #graphics for a while and I have my own consulting/training shop these days.
I like wine, cooking, photography and cats of which I have 2 of (cats that is, I got more wine than that).
Oh and I was a union rep for a while, if you're curious about that.
You can find most of my tech stuff on my website, https://mropert.github.io/.
Wrapped up a #gamedev consulting job on UE5 with no prior engine experience outside hobby interest.
Within hours I had significant performance improvements and found architectural design flaws.
Job ads making hard requirements on specific engines show deep misunderstanding of software engineering.
Damn the sequel to my "Can It Run Doom?" lightning talk is writing itself.
Joke aside, GTX 900 makes sense if you want to target Vulkan 1.3 (earlier cards have sketchy driver support).
As for recommended specs, I'd guess mesh shaders, although RX 5xxx series don't support them.
People were literally giving up on C++ before @compiler_explorer@hachyderm.io because they didn't trust the generated assembly would be good enough.
That was only 10 years ago.
RE: @MatRopert@mastodon.social
Current conclusion: it's basically impossible to tell if I'm hitting a compiler bug, a feature limitation or doing something wrong because despite the fact that it's been 6 years we still have no migration path and we standardized a thing that only works on slideware.
MoltenVK allows you to use Vulkan on all 3 desktop platforms as long as you're prepared to go all in on mesh shaders.
The alternatives are to emulate the lack of draw_indirect_count() with some nasty CPU/GPU sync points and read backs, or to go back to pre GPU-driven patterns.
Trip report from @ACCUConf@mastodon.social 2026
https://mropert.github.io/2026/06/24/accu_on_sea_2026/
Today is May 1st.
It's my mom's birthday.
Also it's international worker's day.
Join a fucking union!
Ppl who use C++ Modules, do you publish libraries in "dual form", useable with or without modules enabled, or did you move to modules only?
I found doing dual is a bit of a maintenance pain, but the alternative is very viral "all or nothing".
cc @DanielaKEngert@hachyderm.io
Part 9 of my blog series "What Makes A Game Tick?" has just been published!
Today we build a parallel task scheduler to run our tick on multiple threads just by looking at their function signatures.
If you're new to the series you might want to check out the precious issues first! #gamedev
https://mropert.github.io/2026/02/27/making_games_tick_part9/
For all the recent clamor for a New Vegas spiritual successor, I'm sure you know you of Outer Worlds. But did you know the lead writer went on to make another franchise set in post apocalyptic western United States?
It's a small franchise called Horizon Zero Dawn...
Next episode of CppCast is out, get it while it's hot!
https://cppcast.com/40_years_of_programming_and_embeddable_programming_languages_with_mark_guidarelli/
@SolangePaddleton@piaille.fr @michelv@oisaur.com après avoir jeté un oeil, je ne recommande pas.
Has anyone made an AI config file that makes it talk to you like your skills in Disco Elysium?
I'm not sure it'd serve a practical purpose but it'd probably be hilarious for a minute.
So a bunch of guys with reportedly no background in game engineering or access to a preview build put out an article article saying "this game won't make 60 fps on release" with ZERO evidence and the whole press is running with it.
My sympathies to the CM at Rockstar who has to handle this.
New episode is out. @lefticus@mas.to and I interview Tom Tesch about teaching C++ in the age of students using AI and finding a job for graduates.
Also Max interrupts the podcast cause he's never been fed.
https://open.spotify.com/episode/7FS6ne6vwVODN7sWJpD8AG?si=FqyP_QRfSnWdGwYtO81JjA