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Sebastian Schöner

@sschoener@mastodon.gamedev.place
mastodon 4.7.3
  • Open on mastodon.gamedev.place

programming! - previously: Epic Games, Unity, Paradox Development Studios, Chasing Carrots. / Stockholm

893 Followers
47 Following
22 Posts
Joined November 06, 2022
Website:
https://blog.s-schoener.com
Business:
https://www.kerntief.net
Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 7mo ago

Someone wrote a CUDA compiler. I like the spirit of this: https://github.com/Zaneham/BarraCUDA

github.com
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 3mo ago
Replying to
@erin_catto@mastodon.gamedev.place Box4D when? (But seriously, nice!)
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

How trying out Zig made me miss header files
https://blog.s-schoener.com/2026-03-27-headers/

I miss header files | Sebastian Schöner
Sebastian Schöner

I miss header files | Sebastian Schöner

I am currently on a side quest to write some Zig code, or more specifically: take some C++ code that is written in a I-can’t-believe-it’s-not-C style and turn it into Zig. This entire adventure started with a curiosity for using Zig’s build system. (Verdict so far: I like it!) I...

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 5mo ago

I wanted Zig's nice toys. My DLL hot reload setup wanted an ABI. We met somewhere in the middle, and now I have the worst of both worlds. Return of the Header File 2, now live: https://blog.s-schoener.com/2026-04-16-zig-abi/

Zig, hot reload, and ABI trouble | Sebastian Schöner
Sebastian Schöner

Zig, hot reload, and ABI trouble | Sebastian Schöner

I was recently overcome by the idea of porting some C code of mine to Zig. In the process, I think I learned a thing or two about situations in which Zig is struggling to replace C for me. The short version is: Zig is pleasant until you need lots...

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

Why does a tiny float4 function blow up into 400 lines of assembly on Mono? Value types, lowering, and lots of unnecessary copies. I wrote up a step-by-step walkthrough from C# to IR to final codegen. https://blog.s-schoener.com/2026-04-07-mono-codegen-1/

What I learned from improving Unity's Mono codegen, part 1 | Sebastian Schöner
Sebastian Schöner

What I learned from improving Unity's Mono codegen, part 1 | Sebastian Schöner

My current sidequest is to improve the codegen for Unity games (and the editor) running on Mono. This post and the next two are about this process and what I learned. In this post, I am going to give an example of how code flows through Mono during JIT compilation...

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 5mo ago

Wow, what a discount!

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 5mo ago

More learnings from turning Mono into an optimizing compiler. This time: Why not LLVM? Was it a good idea to start with x64 peepholes? Plus some thoughts about aliasing. https://blog.s-schoener.com/2026-04-13-mono-codegen-2/

blog.s-schoener.com
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

It has never been about the typing

https://blog.s-schoener.com/2026-03-18-not-about-the-typing/

blog.s-schoener.com
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago
Replying to
@aras@mastodon.gamedev.place I for one am very excited for the renaissance of stylized 2D games that this going to trigger. Photorealism has never been something to strive for, and 3D is just one D too much anyway.
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

I have spent some time on a little project to improve codegen for Unity's Mono runtime, which is used in the editor and is even what some games ship on: https://blog.s-schoener.com/2026-03-31-better-mono/

blog.s-schoener.com
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

Surely someone can recommend to me a really good file comparison tool for source files? You may not believe it, but I have not felt the pressing need for one over the last 20 years, but now I do! Bonus points if it makes it easy to compare x64 disassembly in intel syntax.

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 5mo ago
Replying to
The profiler also has a couple of neat features by itself like giving you estimates for how much time your code is spending on memory stalls and annotating disassembly with inlining information. Take a look and try it for free! See it in action here: https://player.mediadelivery.net/play/646390/b84647af-e9f6-4ff7-81fe-05554c9a7f47
player.mediadelivery.net
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago

Is it "engineering manager" or "engineering man ager", as in: "person who makes my hair go grey"?

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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago
Replying to
@rivten@hachyderm.io Thanks. Yes, I usually end up compiling the single header libraries separately. I understand why single header files make the tradeoffs they make, but I only like them -- I don't love them in the way you can love a header that just contains a few very simple declarations, and that's it :)
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago
Replying to
@neilhenning@mastodon.gamedev.place In my experience Codex is faster than Claude and follows directions more directly. Claude is more the creative type. "Codex is Claude but for programming", as a friend used to say. Pi -- it's nice that it is such a malleable environment. You can just Pi to write an extension for itself to implement whatever behavior you'd like your coding harness to have, and BAM, it exists.
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago
Replying to
@neilhenning@mastodon.gamedev.place I can relate very much. Thanks for writing this! Collective therapy is the only way to make sense of this. Also, try Codex instead of Claude some day. And try Pi with Codex. There's a lot to see out there.
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 10mo ago
Replying to
@rovarma@mastodon.gamedev.place nice! It's almost like there is a gap in the market for a visual profiler for Linux that makes this stuff really obvious. Someone should probably make that; I'm sure your blogpost would be very useful to them! ;)
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 39mo ago

I made a thing: https://store.steampowered.com/app/1584170/Block_Machine/

It's actually been sort of done for a long time and I was just too much of a coward to press the big green button. But now it's out, and if you are among the 17 people worldwide who have a knack for poorly explained yet surprisingly difficult Turing tarpits, you're in luck!

store.steampowered.com
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 11mo ago
Replying to
@imnotafeline@mastodon.online @MostlyHarmless@thecanadian.social places like "school?" :)
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 7mo ago
Replying to
@vurtun@mastodon.gamedev.place I haven't actually followed that. If it is any consolation: My takeaway was actually that I this is a super neat thing to try and in the right spirit. My main thought actually was "why has nobody else ever thought about doing this?" and I give that guy a lot of credit for coming up with this gap and doing something about it. (FWIW, I would go full on AI on such a project as well)
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Open post
Sebastian Schöner @sschoener@mastodon.gamedev.place
· 6mo ago
Replying to
@mdiluz@mastodon.gamedev.place @aras@mastodon.gamedev.place well, if re-styling in 2D has no "single meaningful use", then we're safe, right? :)
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