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 Metal and TBDRs Final year of BSc Student Game Dev

1,129 Followers  |  563 Following  |  291 Posts  |  Joined: 18.10.2024  |  1.9111

Latest posts by beachedxo.bsky.social on Bluesky

Havenโ€™t checked the numbers yet but it looks about the same

21.01.2026 05:03 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Switched from ImGui to SwiftUI

20.01.2026 16:44 โ€” ๐Ÿ‘ 17    ๐Ÿ” 2    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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Peak found in Amsterdamโ€™s biggest MINISO

26.12.2025 13:49 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

I 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 Iโ€™m not norwegian

20.12.2025 22:10 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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AmelieHeinrich - Overview i make games. AmelieHeinrich has 25 repositories available. Follow their code on GitHub.

If 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.

20.12.2025 13:54 โ€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

My 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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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-- 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. ๐Ÿงต

20.12.2025 13:54 โ€” ๐Ÿ‘ 38    ๐Ÿ” 17    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 1
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Doing this to me right now

19.12.2025 23:04 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Raytraced 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€” ๐Ÿ‘ 8    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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GPU driven culling using Metal ICB

17.12.2025 09:37 โ€” ๐Ÿ‘ 16    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

GPU! 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€” ๐Ÿ‘ 3    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Clustered Light Culling on iPhone 13

16.12.2025 12:14 โ€” ๐Ÿ‘ 16    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Bugged cluster culling aesthetic

16.12.2025 09:10 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Metal 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€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Messing around with Metal + iOS, optimizing this for mobile is gonna be fun

14.12.2025 00:33 โ€” ๐Ÿ‘ 7    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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‘ 4    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Game engine now has an asset cooker and it works very well!

24.11.2025 00:44 โ€” ๐Ÿ‘ 16    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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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‘ 146    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‘ 2    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‘ 2    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‘ 3    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‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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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‘ 5    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‘ 4    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‘ 2    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‘ 1    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‘ 4    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1

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