Tyler Glaiel
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tylerglaiel.com
Tyler Glaiel
@tylerglaiel.com
Programmer / Game Designer. Closure, The End is Nigh, Bombernauts, The Basement Collection, Succubox, Fracuum, Aether, and more! Current Project: Mewgenics!

tylerglaiel.com
and RT him since people dont know hes on here yet
January 10, 2026 at 10:24 PM
i need bluesky to stop normalizing the audio on video uploads. PLEASE
January 10, 2026 at 9:21 PM
i think its cause its nintendo's "newest IP" still.
January 8, 2026 at 11:50 PM
i mean its weird, it might just be because I played New Vegas after the first season, but in the second season for some reason it really feels like I can hallucinate what the game UI is at any point, like there's tons of stops for obvious "dialog choices"
January 7, 2026 at 11:40 PM
classic flash
January 7, 2026 at 9:25 PM
like every episode has multiple times where a side character gives a main character a "choice between 2 options" and they pick one of them. its like ok, we get it
January 7, 2026 at 9:23 PM
I know. I'm just annoyed by it because while I'm not an expert on graphics APIs, I do my due diligence and check the docs and resources as much as I can. By the time I ask others for help I've already done all the obvious stuff. And then one message later its someone asking for help with homework
January 6, 2026 at 8:39 PM
a lot of apps still use opengl especially if you want to support older/shittier hardware
January 6, 2026 at 12:07 AM
especially annoying because intel's windows opengl drivers are *notoriously* buggy so its weird that some people find it hard to believe that "this odd issue only occurs on intel" could possibly be a driver bug
January 5, 2026 at 10:45 PM
also good to know it wasn't my fault. Despite how so many other programmers immediate reaction was "you probably messed up somewhere else" or "why are you doing A when you should be doing B"
January 5, 2026 at 10:06 PM
I found his current website and he appears to be embracing AI
January 5, 2026 at 9:07 PM
bindless is one of those things that I *really* want unfortunately. I'm kludging around it with a massive texture atlas and a buffer texture for meta information at the moment
January 2, 2026 at 8:55 PM
yeah it looks pretty nice. I wonder how hard it would be to implement on top of vulkan/dx12 as a proof of concept

I know SDL is also working on their SDL_GPU wrapper, I haven't looked into that much yet, but I think they're keeping it a bit too close to dx12/vulkan style, which may be a mistake
January 2, 2026 at 8:10 PM
god I kinda hope so just cause of how much of a disaster the vulkan/dx12 models turned out to be in practice
January 2, 2026 at 2:51 AM