Paavo Huhtala

@paavo.me

Professional and hobbyist programmer, player of games. Frustration motivates me. See https://blog.paavo.me/ for my personal blog.

I've been reverse engineering & decompiling Worms: Armageddon (into Rust!) for the past 3 weeks. So far I've replaced about a 120 functions and made a lot of tools, but I'd like to turn this into an OpenTTD/RCT style project soon-ish, with multiplat support as a very long term goal.

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Colossal Order's CEO finally confirmed the theory I presented in my article (blog.paavo.me/cities-skyli...) about 2.5 years ago: the game relied heavily on Unity's ECS/DOTS and HDRP, which were not actually ready for production use. www.pcgamer.com/games/sim/ci...

Cities: Skylines 2 boss says they 'completely overestimated' the Unity engine's capabilities

"Our mistake was to bank on something that was not yet proven," says Colossal Order CEO Mariina Hallikainen.

pcgamer.com

One thing I've learned while writing a voxel engine is how huge the difference between "realistic" and "worst case" can be. With the same render distance, a typical hilly landscape uses about 2MB of VRAM, while a 3D checkerboard pattern uses over a gigabyte. Yup, that's three orders of magnitude!

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I'm working on a new article, and it's once again grown to be an absolute monster in terms of length. I've had a 49 inch 32:9 monitor for about 3 years, and I want to tell the world how's it been. At the moment I've written almost 10 thousand words about hardware, productivity use and gaming.

I've continued working on my little 3D engine based on wgpu and #rustlang. This week I managed to implement fully GPU driven rendering. The engine gives the GPU lists of drawables and meshes, and compute shaders perform AABB culling and generate indexed draw commands. 17K objects in about 0.03ms.

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I'm working on a shader playground / 3D engine skeleton in #rustlang with winit, wgpu and naga_oil. About 1.5k LOC, has shader hot reload and very basic GLTF support. The DX is better than in my previous WebGL-based engine but the ecosystem is not yet very mature / stable.

A colorful abstract tunnel rendered in a Windows 11 window

Working on a lengthy article about Oblivion's controversial AI system, Radiant AI. I've been writing this for about two weeks now, and the word count is not too far from a relatively short master's thesis. Hoping to finish it in the coming days.