Today we released our 10th ( yes 10th ) web multiplayer game! Small and simple party game. Give er a try, should be plenty of players in matchmaking right now: bigbattlemini.winterpixel.io #GodotEngine #html5games
1
5
0
Winterpixel Games retweeted
Inside Soccer: Saskatoon wins master's gold as club nationals play begins #yxe bit.ly/48PwI16
3
1
4
Devstream Day 2. Come hang out and build a #godotengine multiplayer game. Stream link: twitch.tv/winterpixelco Live playtest link: jam-staging.winterpixel.io #html5games
9
0
Winterpixel Games retweeted
PGO is the thing that blew my mind the most about Go when i found out about it. It's classic Go a 'no way this exists' solution. Go is compiled ahead of time. This means at build time, the Go source code is translated directly into machine code for a specific operating system and architecture, creating a self-contained executable file. Unlike a JIT compiler, which performs compilation at runtime, allowing it to potentially make optimizations based on actual execution patterns. JIT is the reason why JavaScript is decently faster than other dynamic languages like Python. Because the JS engine runs a background process that inspect's the running machine code to identify hot-paths (repetitive sections that can be recompiled to produce more optimized machine code), same thing for the JVM. While JIT produces faster code, it comes with a memory cost. Anyone who ran a production server for any of the JVM based languages or JavaScript knows the pain of scaling this at some point. So Go produces fast machine code at compile time with small memory footprint while JIT-compiled languages are faster during runtime. But that's not actually it, Go has PGO. PGO allows the Go compiler to leverage real-world runtime information to make better optimization decisions during the ahead-of-time compilation process. Here's how it works: 1- Profiling: You run your compiled Go application in a realistic environment (testing or even production) and collect performance profiles. These profiles capture data about how the code executes like which functions are called most often (hot paths), how branches are typically taken, etc. 2- Recompilation: You then feed this profile data back into the Go compiler during the next build (go build -pgo=profile.pprof ...). 3- Optimized Build: The compiler uses the insights from the profile to make more informed decisions. It might inline functions more aggressively on hot paths, optimize code layout, or make other adjustments based on the observed runtime behavior. The result is that Go can achieve the optimization benefits typically associated with JIT compilation but without the runtime overhead. To enable PGO, first, you need to import the pprof package in your Go app like _ "net/http/pprof" which will automatically registers HTTP handlers like /debug/pprof/profile on Go's default HTTP server mux than runs with http.ListenAndServe(). Now fetch live profiles from the /debug/pprof/* endpoints using curl, than do the PGO build like the example below
7
35
1
295
Winterpixel Games retweeted
I just completed my first week as Staff Developer Advocate for Games at @discord! As anyone whose worked with me in the past, or been involved with my open source work - knows how much I value and prioritise community.
Winterpixel Games retweeted
🚨 **LIMITED EARLY ACCESS** 🚨 Super Flappy Golf is officially having a soft launch in Australia, New Zealand, Canada, and the Philippines! 🎉 Get a sneak peek at all the crazy fun before it hits the rest of the world. This is just the beginning – we've got loads more exciting updates and features coming your way in the next few months. 🎮✨
1
1
2
Wild but somehow not surprisingl.
I’m at Stanford and I research software engineering productivity. We have data on the performance of >50k engineers from 100s of companies. Inspired by @deedydas, our research shows: ~9.5% of software engineers do virtually nothing: Ghost Engineers (0.1x-ers)
3
Hmmm, so W4 games announces paid console ports for #GodotEngine today while @defold announces free console ports for #DefoldEngine . x.com/defold/status/18439520… Both are 'open source' so interesting juxtaposition here... I think there's probably a path for godot to have free official console ports in the same vein as defold but there are certainly a lot of disincentives there... Meanwhile here we are just trying to target web builds, arguably the most 'open' platform and possibly the platform with the most growth potential. But definitely feels the most neglected in #GodotEngine right now. Hopefully as the platform matures that will change.
Did you know that Defold supports Nintendo Switch and Sony PlayStation 4 & 5? Access to console builds is provided free of charge to developers approved by Nintendo and Sony. - defold.com/manuals/nintendo-… - defold.com/manuals/sony-play… PS Xbox is coming! #gameengine #IndieGameDev
1
12
Winterpixel Games retweeted
Very excited to announce Nitronauts, a chaotic Bomberman-like party game with many of it's own twists! 💥💣 Wishlist now on Steam: store.steampowered.com/app/2… Please RT! 🙌 #IndieGames #indiegamedev
Winterpixel Games retweeted
I’m happy to announce that LLVM 19 on Windows uses by default @maniccoder’s amazing rpmalloc lockfree allocator! This improves Clang and LLD build times, quite significantly if using ThinLTO. #llvm discourse.llvm.org/t/llvm-19… Some timings in🧵below ⬇️
5
25
2
155
Winterpixel Games retweeted
Game console dev documentation, tools, and libraries being under NDA / partner agreements is a weird anachronism today. Microsoft would never consider doing that for a Windows API. They should just open everything up post launch and make console dev like mobile dev.
86
308
41
2,801
This never really worked for the web or web games, great to see the backtracking here.
After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Learn more: on.unity.com/4dZLimi
2
Our Discord server just hit 20,000 members!! Huge thanks to everyone for making our community so amazing!!❤️ Join the fun: discord.gg/winterpixel
2
8
Rocket Bot Royale is now an official @Discord Activity!! Hop into a match with your pals from any Discord chat by clicking the rocket icon!🚀 #gaming #GodotEngine #indiedev #Multiplayer
1
1
21
Winterpixel Games retweeted
🎮 Sask's Gaming Triumph!🚀 buff.ly/4ae4DxL Winter Pixel Games' hit multiplayer game, Goober Dash, is a testament to SK's booming digital game industry, with over 1.5 million players worldwide!😲 We're proud to have funded this incredible success story.👏 @winterpixelco
2
4