Kingsley Hopking

@beardyking.bsky.social

Personal | Engine programmer | Tinkerer of triangles | 🏳️‍🌈 💼 - Activision, Central Tech 📌 - Manchester, UK 🐀 - Keith gang 💭 - Opinions are my own 🌐 - https://sharkwithlegs.com/

Been thinking more about trivial serialisation for my more complex data structures (single mem map no fix up) I’ve landed on adding a “relative pointer” to my core data structures. This way when composing more complex data structures the data sections are N bytes after the headers

Fuck! Denshattack! is really good, my brain loves the moment to moment gameplay loop! I’m multiple hours in and they are still dropping mechanics on me and every time it’s like oh this makes combos flow even better!! I do wish restarts were faster on steam deck for when I mess up a starting combo

God superluminal may just be the best piece of software I have used in years, just absolutely amazing. Buttery smooth, amazing tooling for timings, finding duplicate calls, distribution, histograms & amazingly a in text code breakdown of how long func took. Makes me want to profile everything.

So started writing a cursor based immediate mode gui for my home engine based on a prototype I made in raylib. Was absolutely losing my mind that my gylphs were blurry no matter what I did, eventually I found it was window dpi awareness being off causing my rects to render at a different size . . .

Me, a wizard: Where hast my scrying orb gone? I cannot seem to find it anywhere in the tower... perhaps this is a cruel trick from my dark warlock rival! My Capricious and Gluttonous Familiar:

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I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...

Announcing Box3D

I’m happy to announce the release of Box3D, an open source 3D physics engine. It is now available on GitHub. Box3D repository You can think of Box3D as a fork of Box2D, extended with many features nee...

box2d.org

Absolutely brilliant, a really approachable algorithm I loved that a bunch of difficult problems for fonts are precomputed away, every step is like yeah obviously we should be doing that! And huge fan of it calculating the coverage even if this means that post effects will need an additional step

Scuff3D Rook@scuff3drook.bsky.social · last mo.

*tap tap* Is this thing on? www.youtube.com/watch?v=B9bz... rookandpossum.com/posts/scanli... I made a thing! I suspect I'll be posting to an empty room like a madman, but for now, I'm going to make a habit to start posting things here when I post videos/blogs/papers.

Decided now it’s time for me to continue my 90s console/PC thing. (As if I don’t have enough going on) Been designing a mode 13h vga display adapter that double buffers pallet indices. I want that second esp32 core doing some fucked up deferred software rendering instead of just vga emulation.

Need advice, What’s good for VK frame pacing w/ low input latency? I was seeing bursts of frames I wrote a feedback system that consumes stats from the last frame, then waits for the projected time it would take to run the update +10% to have minimal swap latency Works well, but feels like a hack

I have released my level scripting i/o system, it's called JoeIO and it works great for me and at work but it's early so be gentle and just holler if you come across any weirdness. An explanatory video is below www.joewintergreen.com/joeio-a-leve...

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Joe Wintergreen@joewintergreen.com · 5mo ago

I spent some of this week making an I/O system for level scripting in Unreal for @sleightofhand.game! I have long had thoughts on why these kick ass. Here's an unusually long blog post on: -why these kick ass -why they are necessary -how mine works -etc etc www.joewintergreen.com/i-o-systems-...