Havenโt checked the numbers yet but it looks about the same
21.01.2026 05:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0@beachedxo.bsky.social
Graphics Programmer 19yo | he/him | Paris, France ๐ซ๐ท Franรงais/English/Norsk OK + ๆฅๆฌ่ช N5 Tinkering with Metal and TBDRs Final year of BSc Student Game Dev
Havenโt checked the numbers yet but it looks about the same
21.01.2026 05:03 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Switched from ImGui to SwiftUI
20.01.2026 16:44 โ ๐ 17 ๐ 2 ๐ฌ 3 ๐ 0Peak found in Amsterdamโs biggest MINISO
26.12.2025 13:49 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I applied to all the trondheim positions this month but didnt get to have an interview D: got auto rejected on all of them, probs because Iโm not norwegian
20.12.2025 22:10 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0If you're looking for a engine/graphics programmer to join your team, or if you know someone that might be interested, feel free to DM me!
My GitHub: github.com/AmelieHeinrich
And feel free to DM me for my CV.
My skills include C/C++, graphics programming using APIs like Vulkan, Metal, DirectX 12, and console APIs. I am also familiar with modern rendering techniques including GPU driven rendering, raytracing and more.
20.12.2025 13:54 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0My past experience at Quantic Dream and UBISOFT as an intern have strengthened my skills as a graphics programmer in AAA and am now looking for the next step in my career.
20.12.2025 13:54 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0-- JOB SEARCH POST/RT APPRECIATED --
Hello everyone!
I am available for work (full time position/internship) anywhere in the world with priority going to the EU, starting June 2026. ๐งต
Doing this to me right now
19.12.2025 23:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Raytraced sun shadows using Metal intersector. Runs like shit because I have an M2 Mac Air which doesn't support hardware raytracing, hopefully I get to upgrade soon so I can get mesh shaders execute indirect and hardware RT...
19.12.2025 10:10 โ ๐ 8 ๐ 0 ๐ฌ 1 ๐ 0GPU driven culling using Metal ICB
17.12.2025 09:37 โ ๐ 16 ๐ 0 ๐ฌ 0 ๐ 0GPU! I first cull lights against the frustum before feeding them into the cluster cull pass done entirely in compute.
16.12.2025 19:40 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Clustered Light Culling on iPhone 13
16.12.2025 12:14 โ ๐ 16 ๐ 0 ๐ฌ 1 ๐ 0Bugged cluster culling aesthetic
16.12.2025 09:10 โ ๐ 9 ๐ 1 ๐ฌ 0 ๐ 0Metal is by FAR my favourite graphics API of all time and I worked with pretty much all of them even the console ones
14.12.2025 22:41 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Messing around with Metal + iOS, optimizing this for mobile is gonna be fun
14.12.2025 00:33 โ ๐ 7 ๐ 0 ๐ฌ 1 ๐ 0Will 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!
Game engine now has an asset cooker and it works very well!
24.11.2025 00:44 โ ๐ 16 ๐ 0 ๐ฌ 0 ๐ 0First 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 ๐ 25 ๐ 1 ๐ฌ 1 ๐ 0Small 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 ๐ 146 ๐ 20 ๐ฌ 7 ๐ 1Hell yeah :D canโt wait to see you guys there!
17.11.2025 16:50 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Itโs a Silent Hill style game with PS2 aesthetics, the story is written out but I wonโt tell anything to not spoil the fun
12.11.2025 00:29 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Having 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 ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0I 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 ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Branched 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
Turns out properly waiting on both device and host instead of just device can really save lives
03.11.2025 14:23 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Asking around on discord, hopefully I'll find a fix or a holy Microsoft person to help me...
03.11.2025 13:20 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0My 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 ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Current 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 ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Finally 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 ๐ 4 ๐ 0 ๐ฌ 1 ๐ 1