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VJ's tend to use multiple different apps and connect them using syphon (Mac) or spout (windows) to share textures. I've seen resolume (clip heavy content) and touchdesigner (node based "visual IDE" ) mentioned. Those are all big in the space and offer something unique.

I wanted to add https://www.synesthesia.live to that list. It has a ton of audio reactive content and the best audio reactivity in the space.

But the key really is in using other apps + syphon/spout to combine all the textures into unique content. Then manipulating that in something like touch designer.

Full disclosure: I'm one of the creators of synesthesia.live but use multiple apps, Touch Designer everyday.


For me, it's just about learning from others or getting in touch with the part of myself that was excited about programming.

I worked in web development for a few years (2010-2015) and then left to start a company with a friend (mid 2015). We decided to build audio reactive visualization software written in C/C++/glsl, way different from where web development was and is (still do web stuff but primarily backend services for our app and React for the sites).

The industry we're in focuses primarily on international music festivals (burning man, boom) and specialized art installations/exhibits. We were successful and now we have employees, a vibrant community, ambitions plans for new products, and aggressive deadlines.

I say that only to point out that work is work. Whether you're working for someone or working for yourself, you can always find things to stress about and reasons to push yourself to the brink of burnout.

As corny as it sounds, Handmade hero has been a reminder of the reason I quit my job 5 years ago to do something technologically and emotionally challenging. It keeps me in touch with the younger me that that just wanted to learn everything I could about programming, web/native/embedded whatever.

To your point, though, it definitely is not for everyone. If you see software as simply a means to an end, then there is nothing wrong with focusing on components that make products viable. I enjoy the craft but I also understand you can't have success by being precious about every little technical detail.

Just wanted to share my experience. I wish I would have come across something like handmade sooner in my dev journey.


The handmade hero community is wonderful. It is a portal to a lot of knowledge transfer. If you're looking to approach C/C++ in a welcoming environment and/or love getting closer to the metal, I highly recommend the community.

I also recommend the handmade video series.

Casey Muratori has been live streaming himself build the same game for the past few years. He try's to build everything from scratch, which is entertaining and quite the brain dump.

Also, the video archive and live chat is searchable. I can't count the number of times I

- searched for some keyword or phrase, like "CPU"

- was greeted by a link that read something like this

"Day 025: Finishing the Win32 Prototyping Layer (01:38:59) Isn't the CPU Memory bandwidth only valid for on-die memory?"

- clicked the link to receive 3-10 minutes of extremely dense but well-explained information on a topic.

- spent the next hour or so googling technical terms and subjects that filled massive holes in my knowledge.

If you love learning, treat yourself to jumping around the video archive :)

https://guide.handmadehero.org/

Two favorites of mine from the archive Undefined Behavior: https://guide.handmadehero.org/chat/chat011/

Modern x64 Architectures and the Cache: (https://guide.handmadehero.org/chat/chat017/)

P.S. Its worth mentioning that you can buy the game hes building and get access to the source code. I'm not associated with handmadehero.org or Casey Muratori in anyway. The community just led to me becoming a better programmer over the past 5 years. I hope someone reading this finds the value I did in rabbit-holing for hours and laughing at the rants of a seasoned game dev.

*edit: formatting


There also used to be a meetup in Seattle https://www.handmade-seattle.com/ (which has since moved online due to the pandemic situation) but in the past they had some pretty good presentations and interesting speakers. You can find some videos of them online (Youtube: "HandmadeCon" and "Handmade Seattle") although regrettably there are no recordings of last year's meetup.


I'm in the process of getting a few of them officially up. I had lost contact with the cameraman after COVID, but we're in touch again!


That is great to hear Abner, thank you very much for all your efforts! Because I couldn't make it to Seattle last year, I missed the entire thing, it would be awesome to see some of the presentations.


I'm looking forward to this! I love everything about handmade and can never get enough content haha. I've definitely watched a few of the handmadecon videos multiple times.


I think this is a little tone deaf to the target audience. Not all developers want to aspire to extracting the maximum amount of resources from users. Some, especially beginners who want to code, just want to build something and build it well.


Yep this is really a thing. Game dev is an example of a realm where performance really matters and you need to tune that code to its target hardware, or some common denominator. Vtune is a pretty accessible tool if you want to profile your code on a Intel CPU. Also, rad game tools is a company that makes very useful tools for profiling.

I'm not in the gaming industry but the software I work on has a lot of visualization and physics simulations, so it's similar. It's definitely a different set of constraints, you deal with abstraction a lot less as well.

I'd highly recommend giving something like game dev a try, even if it's just as a side project. Handmadehero.org has great content. It's a breath of fresh air if you're coming from something like web development.


>> Interesting stuff, is that really a thing?

To maintain 30FPS you must finish a frame in 33ms (1000ms/30). To maintain 60FPS you must finish a frame in 16ms. Some of the VR literature I've read has recommended 90FPS or higher to combat nausea - 11ms. A millisecond could easily be 1/10th of your entire frame budget for the whole game's per-frame processing time, to say nothing of individual subsystems. At least we have multiple cores, but some stuff must run on the main thread...

> Also, rad game tools is a company that makes very useful tools for profiling.

arcin is of course referring to Telemetry[1] here, a wonderful tool for generating explicitly annotated flamegraphs that I've helped integrate into multiple codebases at different jobs. Engine-custom[2] tooling is also common, where you're seeing scopes measure in microseconds. There's a bunch of FOSS alternatives[3] of varying quality / functionality - nothing that's put Telemetry out of business for me yet though. "I'll write one myself for Rust someday!" I keep telling myself ;)

[1] http://www.radgametools.com/telemetry.htm

[2] https://www.youtube.com/watch?v=DMO4X9leTG8

[3] https://github.com/jonasmr/microprofile https://github.com/Celtoys/Remotery https://github.com/loganek/hawktracer https://github.com/google/orbit


You guys have much cooler stuff to play with than I have for profiling things. Also better visualizations, but that is perhaps to be expected from the game industry.

>Some of the VR literature I've read has recommended 90FPS or higher to combat nausea - 11ms That explains why VR is so computation heavy. Also curious what the mechanism is why you become nauseous under the 90fps. Perhaps the brain observes you are moving abruptly with lower frame rates, giving a constant sense of acceleration.

About telemetry. It feels weird that they are so flexible about their license, I am come from the corporate world, where licensing is set in stone. Is the game industry mostly informal?

>I'll write one myself for Rust someday You do your game development in Rust? I have interest in Rust, because it has an interesting type system, but perhaps it would be nice to make a simple game in it to learn it and look how that goes.

Thanks for your replies.


> Also curious what the mechanism is why you become nauseous under the 90fps. Perhaps the brain observes you are moving abruptly with lower frame rates, giving a constant sense of acceleration.

It seems to be some form of motion sickness... it seems nobody is 100% sure why that happens either? https://en.wikipedia.org/wiki/Motion_sickness#Pathophysiolog...

I'm lucky enough to not suffer from the effects myself... supposedly Habituation can help, so perhaps I just read enough books in moving vehicles as a child?

> About telemetry. It feels weird that they are so flexible about their license, I am come from the corporate world, where licensing is set in stone. Is the game industry mostly informal?

It varies a good bit. Gamedev middleware shops are often small companies not burdened by large bureaucracies, dealing with high price, low volume sales - so they can afford a more high touch, personalized, and perhaps informal approach to sales. They also want to maximize the amount of devs trying their software - even if they don't use it for their current project or company, they might use it for the next, which is more sales - so they're quite happy to hand out evaluation licenses, or talk about missing features / platforms you might be interested in.

Those licenses are partially enforced by software, and for console versions, they might need to verify your lawyers have executed an appropriate NDA with Sony/Microsoft/Nintendo/??? before they even let you download those versions, however. Possibly via posting to shared, restricted access forums.

More standardized pricing systems are also common.

> You do your game development in Rust? I have interest in Rust, because it has an interesting type system, but perhaps it would be nice to make a simple game in it to learn it and look how that goes.

Just for my side projects so far - my professional gamedev work is generally C++ plus a dozen other languages that vary by company for scripting and supporting tools. There's a lot of interest in Rust, though - it's type system and borrow checker do a lot to catch the kinds of heisenbugs that plague large high-performance C++ codebases (which in turn lead to crunch, missed milestones, etc. depending on the company culture.) On smaller codebases, the borrow checker feels more like a nuisance than a help until you get quite used to it, but at this point I feel like I have gotten used to it (and perhaps become a better programmer in the pursuit).

In my next job search I'll definitely be keeping an eye out for the chance to play with Rust professionally...


>I'd highly recommend giving something like game dev a try, even if it's just as a side project. Handmadehero.org has great content. It's a breath of fresh air if you're coming from something like web development.

Thanks for the resource :) Going to have a look. I am not a web developer, I am very bad at it for whatever reason. I fled the web a long time ago for the big data landscape. I almost ended up creating physical simulations of boats, but I missed that boat somehow, still a bit sad about it.


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