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Micha Mettke

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

Engine/Lead Tools Programmer at Keen Games. Interested in Engine/Games/Optimization/SIMD/Tools/Data oriented/System programming and API design.

518 Followers
310 Following
11 Posts
Joined November 14, 2017
Twitter:
https://twitter.com/MichaMettke
Github:
https://github.com/vurtun
Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 2mo ago

Ok that surprised me a little bit. Looks like Our Machinery was acquired by Apple for Reality Composer Pro 3:

https://www.macrumors.com/2026/06/23/apple-reality-composer-pro-the-machinery/

Apple's Latest Vision Pro Tool Contains Traces of Defunct Game Engine 'The Machinery'
MacRumors

Apple's Latest Vision Pro Tool Contains Traces of Defunct Game Engine 'The Machinery'

The latest beta of Apple's Reality Composer Pro 3, the content creation tool used to build spatial experiences for Apple Vision Pro, appears to contain traces of "The Machinery," an ambitious game development project that abruptly shut down in 2022 without explanation.

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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 5mo ago

Has been 10 years since I released nuklear my imgui on April 19, 2016 . Dev time: ~18 month back in the day. Today achievable in three which I am happy about.

Overall big thank you to @ocornut@mastodon.gamedev.place for releasing dear imgui back in the day which inspired me in university to go down that path.

Nuklear got me into the industry and out of the most miserable time of my life which I am thankful for alongside the people that have inspired me over all these years on twitter and now mastodon. Thank you all!

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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 5mo ago

Releasing my Single-Header MPEG-1 Video and Audio (Layer II) decoder for C and C++.

Based on pl_mpeg but complete co-routine style API overhaul, fixed point integer only for embedded system, SIMD (SSE4.2, AVX2, Neon) for modern hardware, fuzzed and PSNR verified against FFmpeg.

API also allows for async io or even running demuxer, audio and video in own thread (requires own mt queue implementation).

https://gitlab.com/-/snippets/4924814

gitlab.com

🎞️ MPEG 🎞️ ($4924814) · Snippets · GitLab

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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 3mo ago

Lessons learned: SoA is not good enough. Faster is AoSoA with block size including stack filling L1 cache.

Do NOT use 4K sized arrays ( cache set size). Causes cache aliasing since bits of 4k offset have same addr bits (6-12) so forced into same cache set.

Also OS use 4KB pages. Same 12 bits for virt addr and phy addr. Speculative execution tries to rearrange load before store unless same addr (12 bits check). 4k Aliasing causes false alarms causing 10 to 50 clock cycles per instance.

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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 6mo ago

Just got a "data acquisition" offer from Handshake AI for Nuklear.

They say they offer "fair compensation" to acquire the codebase with "fun" liability risks (indemnity) for a buyout.

Outside the core value clash the fact that they basically pay you pennies to sell "clean" data to AI companies for good $$$ while the developer is liable for the code.

Please don't fall for this bs.

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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 6mo ago

Keen Games with our game Enshrouded is looking for a Lead Character Artist:

https://jobs.keengames.com/jobs/7491608-lead-character-artist

and a Game Capture Artist & Performance Creative Specialist:

https://jobs.keengames.com/jobs/7501462-game-capture-artist-performance-creative-specialist

Both are fully remote. Boosts are welcome. I can answer question or pass them further to those with more knowledge.

jobs.keengames.com
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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 4mo ago

Updated my full version of the xpdb 3D chain simulation for visual doodads on models: https://gitlab.com/-/snippets/4918914

Now it has the random sampling for part lower frequency and close higher frequency simulation. Also everything optimized for performance, space and near zero variance between frames.

Next up cloth simulation.

gitlab.com
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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 7mo ago
Replying to
@sschoener@mastodon.gamedev.place Feel sorry for the developer. The amount of backlash/harassment he got for generating some of the tests and documentation using AI for a project (while being open about it) while he never public released to hackernews is just toxic. Having the world judge your project/work alone is already a lot to handle but this is on a different level.
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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 5mo ago
Replying to
@slembcke@mastodon.gamedev.place It did what it should. Some ideas are still interesting like that it can run in a single block of memory. Agnostic render backend based on shapes not vertexes (even usable for modern SDF approaches). nuklear should have never bundled stb_truetype and vertex backend and kept that optional in the demos. But someone talked me into it. I should have trusted by instincts. ID generation, layouting, style, skinning and widget composing was also lacking but I didn't know any better.
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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 5mo ago
Replying to
@slembcke@mastodon.gamedev.place Thanks!, if you see or find anything that is annoying, blocking or should be better feel free to send it my way and I will try and fix it
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Open post
Micha Mettke @vurtun@mastodon.gamedev.place
· 7mo ago
Replying to
@pervognsen@mastodon.social @sschoener@mastodon.gamedev.place I interpreted "LLVM is NOT required. BarraCUDA does its own instruction encoding like an adult" and the other quips more as a new zealand kind of humor or inside joke and less the sadly prevalent toxic arrogance. But who knows.
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