Alex Dixon
polymonster@mastodon.gamedev.place
<p>Gamedev, graphics, open source.</p>
Posts
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Didn&#39;t make screenshot saturday because I was in device removal hell. Finally I have a bindless material system working (currently just albedo). I will write a blog post once I wrap up. repo &gt;&gt; https://github.com/polymonster/hotline #rustlang #bindless
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Behold! The swirling trash pile! 32k indirect draw call. 32k unique meshes and 10 materials. Bindless lookups and GPU frustum culling (All under 16ms); New blog post covering the details &gt;&gt; https://www.polymonster.co.uk/blog/building-new-engine-4 #screenshotsaturday #rustlang #gamedev
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It has been a while but finally merged some updates into my Rust graphics engine. Added the start of raytracing support with a DXR backend and so far just a single triangle example. Next up will do something quick like inlined raytraced shadows. I have been working on a macOS backend for it as well, but that is taking quite some time. https://github.com/polymonster/hotline
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Castlevanian Families
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It’s been a while but I am now getting back to some development on my #rustlang graphics engine. I started talking about it on my YouTube channel. https://youtu.be/8a_qcqmpZlg?si=doFoyEgDH-mFc6PG I started a macOS / metal port a while ago and I’ll be continuing that. #screenshotsaturday
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I’ve been working on a music discovery app for record diggers on iOS. Haven’t really posted it many places until now and wondering if I can find an audience, I have some demos and dev videos on my YouTube channel and I wrote a blog post about it with more details. https://youtu.be/orp7-q3D72I?si=lxBVKF1nW2eL5eVY https://www.polymonster.co.uk/blog/diig #screenshotsaturday #vinylonly
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AI coding tools are powerful but we mustn’t let our own skills atrophy... some thoughts I put down after using Claude for a little while https://polymonster.co.uk/blog/ai-atrophy
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I recently ported my C++ engine to android for a music app I was working on that already had a beta on iOS The app only needs basic UI rendering, audio and input but since I have OpenGL backend already all of my graphics samples “just worked” Just need to port the physics part and that an entire platform done :) https://github.com/polymonster/pmtech #screenshotsaturday
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I just merged to main, a macOS / Metal port of my rust graphics engine! It has taken me about 2 years lol, started it on the plane to SIGGRAPH 2024 :D I made youtube vid with a quick demo and talk about it, with my new Sony ZV-1 camera for added production quality. I will write blog about it and go into more detail at some point when I can be bothered https://www.youtube.com/watch?v=eeIeFDYl980