Amélie Heinrich
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beachedxo.bsky.social
Amélie Heinrich
@beachedxo.bsky.social
Graphics Programmer
19yo | he/him | Paris, France 🇫🇷

Français/English/Norsk OK + 日本語 N5

Tinkering with Metal and TBDRs

Final year of BSc Student Game Dev
Pinned
-- 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. 🧵
Peak found in Amsterdam’s biggest MINISO
December 26, 2025 at 1:49 PM
-- 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. 🧵
December 20, 2025 at 1:54 PM
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...
December 19, 2025 at 10:10 AM
GPU driven culling using Metal ICB
December 17, 2025 at 9:37 AM
Clustered Light Culling on iPhone 13
December 16, 2025 at 12:15 PM
Bugged cluster culling aesthetic
December 16, 2025 at 9:10 AM
Messing around with Metal + iOS, optimizing this for mobile is gonna be fun
December 14, 2025 at 12:33 AM
Will be doing a 24h livestream for charity tonight at 6pm Paris time with Téléthon, donating for research against various diseases and to hospitals.

At twitch.tv/rainbowpikmiin

See you there!
rainbowpikmiin - Twitch
Funny opinionated solo game dev with no engine
twitch.tv
December 5, 2025 at 7:23 AM
Game engine now has an asset cooker and it works very well!
November 24, 2025 at 12:44 AM
Reposted by Amélie Heinrich
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!
November 19, 2025 at 9:40 AM
Reposted by Amélie Heinrich
This has to be the nerdiest photo I've ever taken.
June 4, 2025 at 3:17 PM
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
November 10, 2025 at 3:34 PM
Turns out properly waiting on both device and host instead of just device can really save lives
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
November 3, 2025 at 2:23 PM
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
November 3, 2025 at 1:18 PM
How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools
October 28, 2025 at 9:17 AM
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)
October 28, 2025 at 7:21 AM
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?
October 28, 2025 at 7:17 AM
Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....
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
October 22, 2025 at 10:38 AM
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
October 22, 2025 at 6:50 AM
The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice
October 20, 2025 at 7:37 AM
Guys, I have a graphics prog job interview on thursday, give me your best job interview tips
October 19, 2025 at 12:57 PM
Reposted by Amélie Heinrich
The improved SSR in godot 4.6
October 18, 2025 at 12:16 PM
My new blog post is out! In this new post I go into detail in how I implemented my D3D12/Vulkan/Metal RHI in my game engine Kaleidoscope. Link in replies!
October 8, 2025 at 10:36 PM
Decided I'd merge my renderer into my engine since they were branched

But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system...

Will keep you guys updated
October 5, 2025 at 8:34 PM
Reposted by Amélie Heinrich
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...

I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
October 5, 2025 at 1:05 PM