Activity Stream

@tomwor@tomwor.com

I recently updated my #Unity project from 2022 to 6.3 LTS and everything went absolutely flawlessly. Didn’t expect that. Pretty impressive, I gotta say.

@tomwor@tomwor.com

The Fairphone CEO put out a thoughtful article about diversity and then in the comment section, the social justice warriors tear him apart and are totally obnoxious, without even saying what they really criticise or would do different.
fairphone.com/en/2026/02/05/…

@tomwor@tomwor.com

From all the stuff I got rid of over the years, I don’t miss anything, can even hardly remember any of it – except #books. There are so many books I miss, I could make a list right now. I now get why some people have these huge shelves at home.

@tomwor@tomwor.com

Even though I agree with the article, I don’t want more machine recommendations for games – I want human curation. I want wacky people introduce me to wacky games. Something like the blogroll, but for games.
totallyhuman.io/blog/no-game-d…

@tomwor@tomwor.com

$5.11 for two Mac builds on #Unity Cloud Build. Bruh. Shit’s getting expensive. What are people using for devops these days? #gamedev

@tomwor@tomwor.com

Yesterday I’ve played around with a couple of different ideas for track generation in Super Space Arcade, but I realized what a big gamble it is to make these architectural changes to a released game. Perhaps better left for a sequel. Still enough other areas to polish. #gamedev…

@tomwor@tomwor.com

Lesson learned (again): When getting a pooled object in Unity, set the position and rotation *before* setting it active. The lifecycle methods and the physics engine might otherwise interfere, even when it looks like you have a clear path in your code from A to B. #unity #gamdev

@tomwor@tomwor.com

So I have an object pool with a maximum of objects to keep available. If I request more objects from the pool then are available, I just instantiate them regularly and on return to the pool I destroy them. Is this a good pattern? #gamedev

@tomwor@tomwor.com

#Steam really beats my Library and Store assets to mush with it’s compression. Have to fight back with Curves, High-Pass filter and Saturation increase. The exported images look like shit, but when mangled by the comp algorithm they look fine again. 🤷‍♂️ #gamedev

@tomwor@tomwor.com

Had the #Laravel debug bar enabled on Worgames live site. Say one thing about Tom, say he’s a professional.