118 Followers
254 Following
28 Posts
Gamedev, graphics, open source.
GitHubhttps://github.com/polymonster
Blog / Portfoliohttps://www.polymonster.co.uk
Twitterhttps://twitter.com/polymonster

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

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

AI coding tools are powerful but we mustn’t let our own skills atrophy – Alex Dixon

It started with the “don’t get left behind” brigade, somehow they managed to convince me that I was now missing out on developing critical new skills. People who hadn’t put in the hours to learn to code in the first place were now at the top of the field and leaving the rest of us behind, who have put in multiple decades and tens of thousands of hours of effort to learn our craft. They want their PR’s merged upstream to get credit on GitHub for code they didn’t write or even understand, flooding the pull request system to breaking point. I tried to ignore it but the chatter was incessant and I had to take a look for myself.

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

diig demo

YouTube

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

Hotline (Rust, D3D12, Metal) - Intro and getting back to development!

YouTube
Castlevanian Families

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

GitHub - polymonster/hotline: A high-performance, hot-reload graphics engine.

A high-performance, hot-reload graphics engine. Contribute to polymonster/hotline development by creating an account on GitHub.

GitHub

🐌 This Month in #RustLang #GameDev for March 2023 is quite late but it still brings a lot of updates - 23 games, 4 engines, 9 learning resources, 11 tools, and 9 libraries - from various corners of our ecosystem that you may have missed:

https://gamedev.rs/news/044

This Month in Rust GameDev #44 - March 2023

Welcome to the 44th issue of the Rust GameDev Workgroup's monthly newsletter. Rust is a systems lang…

Rust GameDev WG
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 >> https://www.polymonster.co.uk/blog/building-new-engine-4 #screenshotsaturday #rustlang #gamedev
Building a new graphics engine in Rust - Part 4 – Alex Dixon

Work has been continuing smoothly on my Rust graphics engine project hotline over the last month or so. I was slowly winding down from my current day job and have a little time off before starting a new role, so that has given me more time to dedicate to this project. I have been focusing on implementing different graphics demos and rendering techniques, which has thrown up a few missing pieces in the gfx backend and I am keen to get the API as complete as possible, because I am unsure of how much time I will have to work on it when I start my new role or even the validity of working on code in the public domain.

Didn'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 >> https://github.com/polymonster/hotline #rustlang #bindless
GitHub - polymonster/hotline: A high-performance, hot-reload graphics engine.

A high-performance, hot-reload graphics engine. Contribute to polymonster/hotline development by creating an account on GitHub.

GitHub

python can be an absolute killer sometimes. Just spent a good chunk of time fixing a bug and uncovered 2 issues that I encounter more often than I should.

1. was missing a comma in a list of strings, so elements end up concatenated (this can also occur in C in C++).

2. mutable dictionary used in functional code... gah this one catches me out so much.