I totally forgot!!! so I'm ~8 minutes or so late...
but I just completed "Secret Entrance" - Day 1 - Advent of Code 2025 #AdventOfCode adventofcode.com/2025/day/1
@ewanburnett.bsky.social
UK based Graphics Programmer / FFXIV Addict I'm learning to speak Japanese, Mandarin and German! Help me practice!
I totally forgot!!! so I'm ~8 minutes or so late...
but I just completed "Secret Entrance" - Day 1 - Advent of Code 2025 #AdventOfCode adventofcode.com/2025/day/1
Woah, a Super Mario GALAXY movie??? I love it!
12.09.2025 13:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0It feels good to be home!.. Even if that means I have to get back to work ๐
Now that I'm in my final year of Uni, It's time to really put myself out there!
Ooh, I can't wait for the Nintendo direct tomorrow!
...I just want more Zelda! ๐
Absolutely love this!!!
Finally, an easy way to prove that Left-handed (Y-up!) coordinate systems are the best! And I will die on that hill!
This morning, I added a Japanese translation to the site with React-i18next!
...The biggest problem with being multilingual is having to support *every* language on your site ^^; But EN/JP works for now. I'll get around to CN and DE some other time.
Y'know, I don't think this is too bad for 3 days' work!
The SDF demo canvas thingy is now being updated properly, too!.. But for now, it's just a lovely sphere.
Previewed on a Z-Fold 5 because.. well, that's my phone!
Only the Contact and Gallery sections left to go! (and translation... ใคใใค)
I willed myself to work on the Projects section today - I think React is finally starting to click!
I'll get around to animating it all later, but embedding a video preview of projects was a brilliant idea..!
Ever since I ran it earlier today, I've had the AAC M6 theme stuck in my head ^^;
Why does Soken have to make the Arcadion BGM so catchy
(...Round and round and round, we all fall down..)
youtu.be/QMvQM583LGM?...
#ffxiv
This morning I put together this little Skills section!
..Although I'm still missing half the bloody Icons, I'm pretty happy with it so far!
I've been working on the shader demo too, but ReactJS makes managing a simple Canvas far more difficult than it needs to be ๐
We're back for a second meet up! If you're in #Sheffield or surrounding, join us on Sept 4th at 7-9pm for the first informal meetup of Play Sheffield, a welcoming space for anyone involved in making video games in the UK's greenest city! Sign up here: lu.ma/h8c4ihyv
#Sheffield #gamedev #yorkshire
And we now have a (still very much WIP) Landing Page!
The Red part is a canvas element, which will eventually host a little shader demo :D
For now, while I'm still figuring out the overall structure of the site, this'll do
I'll be going to GPC again this November!
I had an absolute blast last year; If you're going, say hi!
graphicsprogrammingconference.com
Slapping some paint on really masks the spaghetti going on behind the scenes... :D
The Landing page seems like a logical next step!
Ayy! I'll see you there :D
... Thanks for reminding me to actually book my tickets ๐
After some (okay, quite a lot) of fighting, we have... a WIP Nav bar!
For what it's worth, React is still better than hacking HTML with vanilla JS. But I'd still prefer to do the whole damn thing in C, honestly.
I haven't touched my Portfolio site in about 3 years... oops!
I've done a bit of greyboxing (yes, that's a gamedev term - I'm not a web dev!) in draw.io - a lovely little tool, if you haven't encountered it already.
And now it's time for me to remember why I hate React JS so much... ๐
And now, Refraction!
To get this working, I had to trace for t_max. Which took me longer to figure out than I'd like to admit ^^;
But now objects can be transparent, and refract light!
Next up, Reflections!
This bit was quite easy, but the next part...
I've been playing around with Ray marching over the past couple days - I figured I'd start a thread to post my progress!
To start, here's my first little scene :D
#raymarching #shaders #glsl
i miss the early internet. people were like โyou gotta see this dude. this cat sure is long.โ and they were right. it was really long. it never shoulda gotten any more complicated than that.
04.04.2025 21:10 โ ๐ 42277 ๐ 6641 ๐ฌ 661 ๐ 312ELDEN RING ON THE SWITCH 2?!?!?!
THAT'S THE KIND OF BLACK MAGIC I LIKE!!!!
#Switch2
I've finally faced my fear of implementing lighting and jumped head first into the Blinn-Phong model in C++ whilst learning DirectX 12 at the same time. I always preferred Vulkan, and I think I still do, but I can see DirectX 12 tries to be clean. Thank you to Frank Luna for his tutorials on DX12.
18.02.2025 14:44 โ ๐ 6 ๐ 3 ๐ฌ 1 ๐ 0Just saw Sophie Duker's tour... She's bloody brilliant ๐๐ absolutely recommend tickets if she's in your city!
...She "definitely doesn't have daddy issues" ๐๐๐
This is only with 1 point light and 1 directional light, with 2 bounces, and my poor 1080 ti is feeling the burn xD
Time for a new GPU soon :x
Behold, Ray traced Reflections! (and indirect lighting, kinda, I guess :p)
I'm starting to have more fun with this now!
Seriously though, I spent HOURS debugging because of my stupid SBT! Without NSight this would've been impossible, honestly!
We need more Ray Tracing Capable graphics debuggers! ...Or an extension for Renderdoc!
Tonight I finally got around to adding Shadows to my toy Vulkan Ray tracer
Setting up SBT bindings aside, it's honestly quite painless to trace rays through Vulkan! I'm enjoying it quite a bit!
I guess i'll do Indirect lighting next...!
First post - how can I network with graphics and engine programmers? I'm about to graduate and I'm looking into entry level gameplay/graphics/software/engine programming roles.
lukehibbertportfolio.wixsite.com/gamedev
If you know of anything, or just want to chat, don't hesitate to message me.
The final hilly meadow scene produced by my work.
C++ Programming: Utilising Vulkan GPU Capabilities for Procedural Grass Rendering.
After several months of hard work, my dissertation is finally complete. This application is capable of running ~4 million grass blades at ~77 FPS.
You can read my work here:
drive.google.com/file/d/1cERh...