Wookash Podcast

Wookash Podcast

By Łukasz Ściga

Technical conversations with inspiring figures: programming, game engines, graphics, and more!
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Painting with Math | Inigo Quilez

Wookash PodcastMay 03, 2025
00:00
02:27:44
Jason Rohrer and his rocket chess piece
Aug 29, 202601:51:02
Painting is Thinking | Aleksander Rostov
Aug 22, 202603:23:39
Jason Rohrer Does Things Differently
Aug 15, 202601:03:41
When pros unite to build a game
Aug 08, 202601:55:02
How engines do Light | Taha Torabpour
Aug 01, 202601:32:10
What Makes a Good Physics Engine? | Erin Catto
Jul 25, 202602:07:06
Jonas Kyratzes on shaping game narratives
Jul 18, 202601:35:22
Databases Should Do More | Tyler Cloutier
Jul 11, 202601:38:46
Be a systems programmer - Q&A with Ryan Fleury
Jul 09, 202601:11:25
Who is Dmitriy Kovalenko?

Who is Dmitriy Kovalenko?

Part one: fff vs ripgrep? | Dmitriy Kovalenko

The parts are reversed chronologically - this is the intro part, where I talked to Dmitriy about his experience! Then we switched to the “fff” side of things - which was published separately!


Dmitriy Kovalenko

Website: https://dmtrkovalenko.dev/

GitHub: https://github.com/dmtrKovalenko

X: https://x.com/neogoose_btw


Wookash Podcast

Show links: https://podcasters.spotify.com/pod/show/lukasz-sciga

Spotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8Ygd

Apple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481

Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w

RSS: https://anchor.fm/s/dd7643a4/podcast/rss

X: https://x.com/wookash_podcast

Jul 07, 202621:13
fff vs ripgrep? | Dmitriy Kovalenko
Jul 04, 202601:57:52
A look at RADDBG source code with Ryan Fleury
Jul 01, 202647:32
Jon Blow & Billy Basso on ORDER game design
Jun 28, 202602:23:34
What Makes a Great RPG? | Simon Carter
Jun 27, 202602:23:27
Sub-pixel Anton’s tracking tech
Jun 20, 202603:23:19
Everything is a watch window | RADDBG with Ryan
Jun 13, 202648:21
Why C++ Keeps Getting Bigger
Jun 06, 202601:17:47
Implementing File Pilot feature on stream!
May 30, 202602:06:16
The code architecture of Mewgenics | Tyler Glaiel
May 23, 202602:26:26
Cameron DaCamara on his cool code editor - fred
May 16, 202603:01:39
Can this C code survive Anton’s review?
May 09, 202602:07:52
Sean Barrett | Making a game in Visual Studio from 1997
May 02, 202601:57:54
Sebastian Aaltonen on rendering
Apr 25, 202602:35:38
Valentin Ignatev on Jai, Macros, and Metaprogramming
Apr 22, 202647:60
The Moment Programming Clicked | Fabien Giesen
Apr 18, 202601:29:00
Valentin Ignatev | AI, jai, and the Future of Programming
Apr 16, 202637:18
Compression Flavours | Fabian Giesen
Apr 11, 202601:50:02
GPU Texture Compression Explained
Apr 04, 202601:51:15
We Reviewed My First Game Code
Apr 02, 202602:35:32
Mark Healey | From LittleBigPlanet to Dreams
Mar 28, 202602:03:56
 Code Review of Anton’s 2008 C++
Mar 24, 202602:54:14
Can Fiddling With Meshes Improve Game’s Performance?
Mar 21, 202603:26:56
Mike Turitzin | SDF game engine? | Mike Turitzin
Mar 14, 202601:04:48
Why Did You Start a Podcast?
Mar 07, 202602:11:24
How Fil-C Works
Mar 04, 202601:59:44
Delaney Gillilian | What Happens When You Question Web Defaults
Feb 28, 202601:40:37
Alex Evans | Building Hardware One Step at a Time
Feb 21, 202602:18:14
Chuck Jazdzewski on making new UI paradigms
Feb 14, 202602:11:58
Anton’s Lesson on State Management in C++
Feb 07, 202602:21:41
Passion for programming and life | Sander J. Skjegstad

Passion for programming and life | Sander J. Skjegstad

Hey! Every time I talk to Sander, I'm amazed how much passion & and positive energy he has :) I love to hang out with him, and was a lot of fun to finally sit down for a podcast with Sander! We talk about his rocky studies, programming, audio, working on movie sets, organizing BSC & more!

https://x.com/SanderSkjegstad

See his BSC talk here - incredible spectacle, best talk IMO!

https://www.youtube.com/watch?v=JNCVj_RtdZw

https://sparkburst.net/


Wookash Podcast

Show links: https://podcasters.spotify.com/pod/show/lukasz-sciga

Spotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8Ygd

Apple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481

Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w

RSS: https://anchor.fm/s/dd7643a4/podcast/rss

X: https://x.com/wookash_podcast


Chapters

TODO

Jan 31, 202601:42:40
Jonathan Blow on upcoming game, jai programming, and more!

Jonathan Blow on upcoming game, jai programming, and more!

Hey! Jonathan Blow joined me one more time to talk about Order of The Sinking Star as well as jai and more! Wishlist Order of the Sinking Star here!https://store.steampowered.com/app/499170/Order_of_the_Sinking_Star/https://x.com/SinkingStarGamehttps://x.com/Jonathan_Blowhttps://twitch.tv/j_blowWookash PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaSpotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71wRSS: https://anchor.fm/s/dd7643a4/podcast/rssX: https://x.com/wookash_podcastChapters00:00 Welcome!03:53 Order of the Sinking Star07:37 Dev Team Structure17:50 Same Game, Different Version?27:53 Why the Game Had to Change?31:52 Tooling Decisions36:50 What OotSS Is About47:31 Editor tooling - Water50:27 Materials & Visual Systems55:20 Escaping Dependency Hell01:10:40 The State of Jai01:20:20 Metaprogramming & Jai01:28:58 Why Jai Exists01:31:03 How Metaprogramming Shaped OotSS?01:48:22 C++ vs. Jai02:01:05 What Jai Will Become02:18:20 Order of the Sinking Star release02:26:00 Not a Puzzle Game?02:28:55 Social Media Presence02:33:20 His Thoughts on Blue Prince02:40:38 See You Next Time!

Jan 24, 202602:40:54
Jan Wilczek | The Engineering Side of Sound
Jan 17, 202601:37:10
[Video] GingerBill designs AsyncIO for Odin live

[Video] GingerBill designs AsyncIO for Odin live

Hey! GingerBill - the author of Odin programming language - has joined me for a live coding session. He designed AsyncIO module for Odin, and we talked about how you can do it on various OSes, as well as more stuff like coloring functions (for the case of async / await features of some langauges). Enjoy!https://odin-lang.org/https://www.gingerbill.org/Wookash PodcastShow links: https://podcasters.spotify.com/pod/show/lukasz-scigaSpotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71wRSS: https://anchor.fm/s/dd7643a4/podcast/rssX: https://x.com/wookash_podcastChapters:00:00 - Sync vs Async10:37 - Async in various OSes23:31 - SDL asyncio case study27:39 - live design commences59:10 - why Bill doesn't like async/await1:14:34 - live design continues1:22:37 - goodbyes! :)

Jan 13, 202601:24:33
Charlie Malmqvist | Performance Without Tricks
Jan 10, 202601:02:53
Ben Visness | New paradigm for web development
Jan 03, 202602:09:12
Andreas Fredriksson on Shipping Games
Dec 27, 202501:30:31
Fabian Giesen | The Part That Nobody Teaches

Fabian Giesen | The Part That Nobody Teaches

Fabian Giesen

X: https://x.com/rygorous?lang=en

The Ryg Blog: https://fgiesen.wordpress.com/

GitHub: https://github.com/rygorous

YouTube: https://www.youtube.com/channel/UCcRaa0AcYX32c0m8wJJHNWg/videos


Fabian’s addendum:


This is a 500kV switch disconnecting under load

https://www.youtube.com/watch?v=GMbN9nb3qykand


this is why it was filmed:

https://capturedlightning.com/frames/longarc.htm#500_kV_Switch


Note especially this section near the end:After this event, it was determined that both SF6 switch bottles in the affected phase had sustained permanent damage. The bottles were sent back to the manufacturer for analysis to determine why the interrupter failed. Loss of pressurized SF6 gas inside one of the interrupter bottles was determined to be the root cause of the initial switching failure. When the SF6 became depleted, the internal arc (created when the breaker tried to open) could not be extinguished. The circuit remained connected, through the internal arc, triggering the fault and incredible display. As impressive as this huge arc may be, the air break switch was NOT disconnecting a real load. This arc was "only" carrying the relatively low (about 100 amps) magnetizing current associated with the line reactor. The 94 mile long transmission line associated with the above circuit normally carries over 1,000 megawatts (MW) of power between Boulder City, Nevada (from the massive generators at Hoover Dam) to the Lugo substation near Los Angeles, California. A break under regular load conditions (~2,000 amps) would have created a MUCH hotter and extremely destructive arc. Imagine a fat, blindingly blue-white, 100 foot long welding arc that vaporizes the contacts on the air break switch and then works its way back along the feeders, melting and vaporizing them along the way.A bit less sobering, this shows the raw signal from a mechanical switchwithout debouncing:


https://www.youtube.com/watch?v=e1-kc04jSE4


I said it wrong in the podcast, this happens in both directions, and as you can see it takes extra processing to get rid of it.


Wookash Podcast

Show links: https://podcasters.spotify.com/pod/show/lukasz-sciga

Spotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8YgdApple

Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481

Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w

RSS: https://anchor.fm/s/dd7643a4/podcast/rss

X: https://x.com/wookash_podcast

Dec 20, 202502:59:29
4coder editor is different | Allen Webster
Dec 13, 202502:07:38
Why Assassin's Creeds share monorepo | Nicolas Lopez

Why Assassin's Creeds share monorepo | Nicolas Lopez

Nicolas Lopez - engine architect at Ubisoft (Assassin's Creed)

X: https://x.com/Nicolas_Lopez_

Anvil Rendering Architecture: https://www.youtube.com/watch?v=CcYq18bkvyU

Rendering Shadows in Assassin's Creed: https://www.youtube.com/watch?v=yj5pYktC3X8&t

Lots of talking points revolve around latest Assassin’s Creed Shadows: https://store.steampowered.com/app/3159330/Assassins_Creed_Shadows/


Wookash Podcast

Show links: https://podcasters.spotify.com/pod/show/lukasz-sciga

Spotify: https://open.spotify.com/show/7tExkDJcI6vvmpCguX8Ygd

Apple Podcasts: https://podcasts.apple.com/us/podcast/wookash-podcast/id1683109481

Youtube: https://www.youtube.com/channel/UC9J9u3apteD0EuFjzRpt71w

RSS: https://anchor.fm/s/dd7643a4/podcast/rss

X: https://x.com/wookash_podcast

Chapters:

00:00 Let the Journey Begin

04:00 What Makes a Game Worth Building?

07:54 Perforce: Friend or Nightmare?

13:25 When Mono-Repo Actually Works

16:07 Shared vs Separate Tech

20:47 What Should You Build Yourself?

27:35 Reality Check: Game Tech Edition

30:27 Rendering Pipeline

36:17 Should You Abstract the Renderer?

43:03 Testing Graphics

48:11 Planning for Multiple Platforms

51:32 Where the Bottleneck Really Is

53:10 Enter Sharpmake

58:22 Modules vs Packages

01:02:42 Tools That Actually Help

01:06:48 The Editor Question

01:13:41 What You Want to Work On

01:19:56 Communication: The Real Complexity

01:22:07 Engines

01:22:31 Final Thoughts & Games You Play

Dec 06, 202501:23:55
Deep dive on profilers! | Dennis (Telemetry) & Ritesh (Superluminal)

Deep dive on profilers! | Dennis (Telemetry) & Ritesh (Superluminal)

Welcome to our chat on profilers! What's a sampling profiler and what's an instrumentation based profiler? Which one is better and when?


Dennis Gustafsson, the original author of RAD Telemetry profiler (!) and Ritesh Oedayrajsingh Varma, who is making Superluminal (!) have joined me to discuss these tools! Highly technical, in-depth discussion on profilers from the people closest to the matter! :)


Dennis:

https://voxagon.se/

https://x.com/voxagonlabs

https://store.steampowered.com/app/1167630/Teardown/ (Dennis' game!)


Ritesh:

https://x.com/rovarma

https://superluminal.eu/


Nov 29, 202501:44:21