Simon Moos
simonmoos.bsky.social
Simon Moos
@simonmoos.bsky.social
Graphics & engine programming at Hello Games on #NoMansSky. All views are my own.

http://simon-moos.com
https://twitter.com/SimonMoos
I've slowly been hacking away at my engine for years, and recently noticed I was at 2048 commits. Doesn't feel like that long ago I hit 1024, and not that much longer ago I made the first commit.. Making good progress though and still having fun!
July 20, 2025 at 10:56 PM
Reposted by Simon Moos
having a good asset system is so important because it provides the "well" from which all other engine subsystems "drink" their data. any shit factor is multiplied by the number of things that deal with the asset system, and that number is roughly "all of them".
November 5, 2024 at 12:40 AM
I recently implemented baking of & support for bent normals, which made a pretty nice difference for my subsurface scattering demo scene. These images are captured in real-time from my rendering engine github.com/Shimmen/Arko...
November 20, 2024 at 9:38 PM