Don Williamson's Avatar

Don Williamson

@donw.bsky.social

Head of Rendering @ Pacific Light & Hologram ~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab. Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc. https://donw.io https://github.com/Celtoys/

1,081 Followers  |  194 Following  |  176 Posts  |  Joined: 04.07.2023  |  1.9263

Latest posts by donw.bsky.social on Bluesky

After playing so many DOOM 1/2 and extended levels I'm now onto Heretic. This is still such an amazingly playable game. There are so many gameplay and level design lessons tucked away in here, although I really hate the "have to traverse the lava and take damage" levels. Lots to learn, lots to not.

10.02.2026 11:09 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Given the generation I grew up in, a Rugby match isn't a Rugby match without commentary in a strong Borders accent.

09.02.2026 09:40 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Seeking Build & Infrastructure Engineer - San Gabriel, CA 91776 - Indeed.com Pacific Light & Hologram, Inc.

Join us on a journey through 50 years of computer graphics and help realize the path it never got to take by inventing the missing hardware, math, and algorithms! Lead our build/test/release culture and help make our next-generation devices: www.indeed.com/job/seeking-...

04.02.2026 17:17 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Before the days of SSR, the water of Fable 1 on Xbox used the screen buffer as a texture source, flipping it and warping texture co-ords.

Other PS2 games would have done this as well since using the frame buffer as a texture source was trivial on the GS.

23.01.2026 09:21 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

yup, styling is hell, wow

22.01.2026 10:45 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Bah! Not enough Ulster players being called up for the 6N; they are white hot right now. Don't care about 6N results and fear Farrell is fast becoming a World Cup liability. I mean, Lions tour was awesome, but we were the only country to sacrifice long-term progress for it.

22.01.2026 10:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

let's get some adventures booked in for the spring

09.01.2026 10:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

You mean keep talking in the Brythonic tongue, of course. All the Britons were pushed into Wales and Cornwall and only the Cornish have yet to revolt and fully restore their language. Older Cornish prefers describing control actions to naming them so cue/queue don't really exist.

06.01.2026 08:18 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I snapshot many things but one I regret not doing is DEV7 for the Adibou games. It was light years ahead of its time: a non-programmer-friendly, high-level custom language with IDE, debugger & integrated asset pipeline. Again; it was French, and I love that I got to witness their technical prowess.

17.12.2025 09:45 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Playing through Just Cause 3 right now and it's totally brilliant. On the one hand it's gorgeous and fun to zip around everywhere. On the other, despite its impressive open world, it also highlights the astonishing attention to detail GTA 5 had.

16.12.2025 19:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Not gone there yet. I'm having fun coding UI in C# using the old WinForms model, with all the new stuff like layout, DPI changes, responsive UI rendering and the ability to (*SHOCK*) just call Close() to close my window! Only annoyance is the old WPF-style Grid API (monsters), but that's wrapped.

06.12.2025 15:00 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image 05.12.2025 13:58 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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There are a couple of live demos too:

Basic testbed: andrewwillmott.github.io/app/DemoApp....

Constrained paths, using quaternion splines for orientation: andrewwillmott.github.io/app/DemoApp....

01.12.2025 17:29 β€” πŸ‘ 6    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
- Utilities to enforce monotonicity, e.g., for bounded quantities like colour.
- More complete frame support: Frenet, Frenet with axis continuity, X + up
- Jerk! Torsion!
- Tessellation helpers for drawing plus some example code
- Rotational splines, in particular, quaternion splines with C2 continuity and
  first and second derivatives provided, using the cumulative form from K/K/S.

- Utilities to enforce monotonicity, e.g., for bounded quantities like colour. - More complete frame support: Frenet, Frenet with axis continuity, X + up - Jerk! Torsion! - Tessellation helpers for drawing plus some example code - Rotational splines, in particular, quaternion splines with C2 continuity and first and second derivatives provided, using the cumulative form from K/K/S.

I've pushed a few changes to my splines library, github.com/andrewwillmo..., recently, including:

01.12.2025 17:25 β€” πŸ‘ 9    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
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Moonring DX | Nintendo Switch download software | Games | Nintendo UK Travel, trade, sneak, fight and sail the world of Caldera in this retro-inspired open-world, turn-based RPG, featuring a mix of hand-crafted world and procedural dungeons.

Hurrah! The Nintendo Switch port I’ve been working on is finally done - Moonring is out today!

#gamdev #moonring

www.nintendo.com/en-gb/Games/...

26.11.2025 07:45 β€” πŸ‘ 10    πŸ” 4    πŸ’¬ 1    πŸ“Œ 1

Ah, nice, yet another "wrote a huge chunk of the bloody engine" credit gets marked up as "additional programming." As a contractor/consultant you have much better financial control over your future but don't ever expect to be part of the team. If you want legitimate credit: put it in your contract.

24.11.2025 11:00 β€” πŸ‘ 15    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
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It's coming up on 10 years since I added Global Illumination to UE4 for a client and I still feel immensely sad when colourful games don't attempt the same. They lose out on so much warmth and grounding, and also making lighting artist' life much easier.

(this particular one was voxel cone tracing)

19.11.2025 21:34 β€” πŸ‘ 11    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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This is Sektori! A twin-stick shooter I've been making (and documenting the journey) since April 2021. And it finally launched TODAY on Steam, PS5 and Xbox! Here's a fresh launch trailer, all shares highly appreciated. More game info in replies.

#indiegame #ps5 #xbox #steam #indiedev #gamedev

18.11.2025 10:49 β€” πŸ‘ 353    πŸ” 156    πŸ’¬ 25    πŸ“Œ 33

New blog post about the development of Radical Pie:
terathon.com/blog/radical...

01.11.2025 22:32 β€” πŸ‘ 22    πŸ” 10    πŸ’¬ 1    πŸ“Œ 1

NICE. What's the specs? I'm looking at a 5k2k 40" but those prices are steep.

12.11.2025 17:55 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Took me AGES to dig this up, I knew I preserved it but I have so many backups. This my first reviewed Shareware game from early 1997 (aged 16). I'd love to frame it but it does look a bit gaudy πŸ˜‚

10.11.2025 22:48 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image 08.11.2025 23:28 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
CarCoding
YouTube video by ChefCoder CarCoding

all the user-editable logic in this world www.youtube.com/watch?v=xORN...

08.11.2025 22:57 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

As an example (nullability feature):

m_values ??= [];

Short and concise. But uses features many years in the comparative future and just looks... noisy and context-dense.

07.11.2025 12:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Looking at my C# code from 15 years ago: it was more verbose but A LOT less noisy. Trying to get to the bottom of it but there's a lot more scoping and brackets these days, with increased use of properties.

07.11.2025 12:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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I am excited to announce the release of Radical Pie, version 1.0! This is the professional equation typesetting application that I've been working on for the last year. See the website for details.
radicalpie.com

28.10.2025 22:39 β€” πŸ‘ 47    πŸ” 12    πŸ’¬ 1    πŸ“Œ 0

They saw you coming. Pavements are only for local people.

03.11.2025 11:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Master Levels for Doom II The Master Levels for Doom II were released on December 26, 1995 by id Software as an expansion pack for Doom II. It was also included as a bonus on the Doom 3: Resurrection of Evil Xbox game disc in ...

I never got on with the later levels of Doom 1/2. The earlier levels were a master class in level design, while the later ones were a bit boring for me.

Just played Doom 2 Master Levels, though, and OH MY GOD they are a revelation. Incredibly well made and super fun!

doomwiki.org/wiki/Master_...

03.11.2025 10:57 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

blimey, my memory of that path is that eroded, is it?

23.10.2025 18:38 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I'm frankly astonished that we still can't tell our x64 CPUs to not add entries to the BTB. We have millions of bounds checks, sanitiser guards, type checks, overflow checks, etc. polluting the BTB. When all we need is a "BTB says no" and a forward branch.

Xbox 360 PPC tw instruction be sad :(

23.10.2025 11:48 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

@donw is following 20 prominent accounts