Amรฉlie Heinrich's Avatar

Amรฉlie Heinrich

@beachedxo.bsky.social

Graphics Programmer 19yo | he/him | Paris, France ๐Ÿ‡ซ๐Ÿ‡ท Franรงais/English/Norsk OK + ๆ—ฅๆœฌ่ชž N5 Tinkering with rays, meshlets and console platforms Final year of BSc Student Game Dev

1,102 Followers  |  555 Following  |  275 Posts  |  Joined: 18.10.2024  |  1.783

Latest posts by beachedxo.bsky.social on Bluesky

Preview
rainbowpikmiin - Twitch Funny opinionated solo game dev with no engine

Will be doing a 24h livestream for charity tonight at 6pm Paris time with Tรฉlรฉthon, donating for research against various diseases and to hospitals.

At twitch.tv/rainbowpikmiin

See you there!

05.12.2025 07:23 โ€” ๐Ÿ‘ 2    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Game engine now has an asset cooker and it works very well!

24.11.2025 00:44 โ€” ๐Ÿ‘ 15    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image Post image

First ReSTIR test using 16 reservoir proposal samples (right image) compared to uniform direction sampling and ignoring indirect light (left image) with many spread out lights (~3k light-emitting voxel faces here). Quite insane noise reduction going on in here!

19.11.2025 09:40 โ€” ๐Ÿ‘ 25    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Small statue resembling the Stanford dragon, photographed inside the Sponza palace in Dubrovnik, Croatia.

Small statue resembling the Stanford dragon, photographed inside the Sponza palace in Dubrovnik, Croatia.

This has to be the nerdiest photo I've ever taken.

04.06.2025 15:17 โ€” ๐Ÿ‘ 145    ๐Ÿ” 20    ๐Ÿ’ฌ 7    ๐Ÿ“Œ 1

Hell yeah :D canโ€™t wait to see you guys there!

17.11.2025 16:50 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Itโ€™s a Silent Hill style game with PS2 aesthetics, the story is written out but I wonโ€™t tell anything to not spoil the fun

12.11.2025 00:29 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Having to go through an upload buffer to update the data kinda sucks and that adds up to why I love working with UMA so much since you can just memcpy into GPU memory without breaking a sweat...

10.11.2025 16:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I also wrote a simple GPU driven system so it's easier to plug culling later, though one thing I will say is that it did introduce a bunch of issues with bindless since you need to constantly make sure that the data in the instance buffer is up to date and valid.

10.11.2025 16:07 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

Branched off my engine, focusing on taking another attempt at making my dream game

Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot

10.11.2025 15:34 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Turns out properly waiting on both device and host instead of just device can really save lives

03.11.2025 14:23 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...

03.11.2025 13:20 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

My system works very nicely, however if I write to a texture on the compute queue (e.g. generating mipmaps) then use it on the graphics queue I get a device lost. I tried to follow MSDN and transitioning to COMMON on compute then SRV on graphics but still get a device lost (page fault).

03.11.2025 13:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Current system is copy textures on copy queue -> generate mipmaps on compute queue -> render frame. Copy/Compute are pre-frame operations and both insert a wait on the graphics queue.

03.11.2025 13:20 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao

03.11.2025 13:18 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

The unending loop of custom engine = takes too much time and unity/godot/unreal = not enough fun

28.10.2025 09:40 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

I have the story and tech skills but I have 0 art skills whatsoever thatโ€™s the issue

And I definitely need a lot of art skills for my game (Silent Hill 3 style)

28.10.2025 09:32 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools

28.10.2025 09:17 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I'd take it a step further but it'd be nice if we had downsampling/upsampling intrinsincs in HLSL/MSL

That way you can do SPD with a function (to use downsample 13 taps for Bloom for example, or max depth for HZB, you get the idea)

28.10.2025 07:21 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)

28.10.2025 07:21 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Been doing some D3D11 work for nostalgia and to help a friend make their game and jeez, I'm missing modern graphics API copy commands, wtf do you mean I can't use CopyResourceRegion in D3D11?

28.10.2025 07:17 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Seeing how it took ages to get video support and bookmarks I'd wait another year until we get polls

28.10.2025 07:16 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....

22.10.2025 10:38 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

People are gonna know me as RHI guy after some time

If I could make RHIs my entire life I'd be happy (I'm 100% lying I love messing around with modern GPU tech like RT and MS)

22.10.2025 06:51 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
Post image

Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless

22.10.2025 06:50 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1

Its been a while last time i updated imgui so ill check it out. Will keep you updated ๐Ÿซก

20.10.2025 14:58 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Maybe my impl sucks then but I have issues on my macbook with high DPI. Not sure if I'm supposed to handle DPI in my code but yeah font looks like ass on my high DPI macbook

20.10.2025 07:42 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

I'm ngl, I 100% claude'd the editor part because I'm not huge on writing UI code XD

20.10.2025 07:41 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The nodes look hella ugly but it's a WIP

But yes I'm making a render graph editor to follow on Alan Wolfe's "render graph as a data asset" idea which I think is brilliant. Base logic works, need to work on UI/UX and serialization

20.10.2025 07:41 โ€” ๐Ÿ‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
Post image

The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice

20.10.2025 07:37 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

This is absolutely fire advice, tysm!

19.10.2025 14:40 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

@beachedxo is following 20 prominent accounts