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

@andrewwillmott Next time we have a catch up I’d love to hear your perspectives as well.

It’s very strange. Working on some real hard bugs this week and it’s crazy how much it helped but at the same time made silly mistakes. And very confident assertions that were incorrect, but ultimately helped in unexpected ways.

It’s confusing :D

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.

@neilhenning nice article, I was just drafting a blog post of my own along similar lines :)

It can one shot some stuff impressively but recently working on high performance stuff and multi threading needs a lot of guidance.

I find a lot of unexpected things I need to guide it to do that I would never think to working with a colleague. Such as use the math library and don’t just write dot and mag verbatim every time. Implicit things now need to be explicit and I don’t know until I try

@lisyarus what method are you using for collision since you moved from GJK?

I was recently doing a character controller collision, for capsule just doing tri capsule collisions with BVH works well for what I needed.

Closest point on line segment of the capsule to the triangle edges and the point on triangle plane and then checking the distance against capsule size.

and then some soa SIMD to do more tris at once :)

@pixelkabinett nice vibes, reminiscent of the brinstar red soil area from super Metroid :)

@baldur great article! I was brewing one of my own:

Don’t get left behind, say the people who wouldn’t put in the hours to learn. They are pioneers in a new field with skills beyond those of us who have spent 10’s or 100’s of thousands of hours learning, coding, debugging and shipping software.

Don’t get left behind say the people who slop out 10k lines of code per day, and don’t understand this is not to be celebrated.

Accept my PR and give me credit for the code I didn’t write or understand

@grumpygamer I hate the auto complete so much, I just end up fighting up all the time. Make a new line after some open braces and I want to tab to indent, co pilot has suggested something totally wrong and I’ve already accepted it.

I had to turn it all off, but it seems to be getting re-enabled without my consent and then moving to other machines and devices and dev envs it’s back again.

It annoys me the most the decided tab to accept was the best key, like we don’t use tab for actual reasons.

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

@dotstdy @ashalah the auto diff stuff in slang seems cool and I am keen to try out the neural shading they demoed at SIGGRAPH this year it looks great but I don’t really know how practical it is yet.

I’ve been doing a HLSL -> SPIRV -> metal with SPIRV cross and that works ok but the metal emitted has some issues so I am going to take a look at slangs metal emitter.

The trickiest part of cross platform shaders is not the shader itself, is all plumbing on the API side I find.