Don Williamson
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donw.bsky.social
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/
NICE. What's the specs? I'm looking at a 5k2k 40" but those prices are steep.
November 12, 2025 at 5:55 PM
all the user-editable logic in this world www.youtube.com/watch?v=xORN...
CarCoding
YouTube video by ChefCoder
www.youtube.com
November 8, 2025 at 10:57 PM
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.
November 7, 2025 at 12:45 PM
They saw you coming. Pavements are only for local people.
November 3, 2025 at 11:15 AM
blimey, my memory of that path is that eroded, is it?
October 23, 2025 at 6:38 PM
Swarm is awful and so is any code review system that relies on post-review of code already submitted to main. Shelves are a poor model for pre-submit reviews as you can't stack them and end up waiting for reviews. Task branches are just too fiddly to have everybody on main. Perforce hurts :(
October 21, 2025 at 10:10 AM
Images are definitely going to the server. Probably my mix of PB, UB and Firefox.
October 20, 2025 at 11:36 PM
ohmygod they look like proper little murderers. Gotta accelerate my plans for wild camping in Scotland now!
October 20, 2025 at 10:35 AM
Wow! That's special... shows fine in the client until after it's posted...

vec3 cube_vertices_from_idx3(uint idx) {
return vec3(
(idx & 1) != 0 ? -16.0 : 16.0,
(idx & 2) != 0 ? -16.0 : 16.0,
(idx & 4) != 0 ? -16.0 : 16.0);
}
October 19, 2025 at 8:51 PM
October 19, 2025 at 8:50 PM
The generated SPIR-V should be an OpSelect on this one, which is a V_CNDMASK_B32 on GCN.
October 19, 2025 at 8:22 PM
I'm definitely going to put Moonscript on top of Luau here. C# has been such a sunk cost and I want to ENCOURAGE coding.

Performance be damned: I shipped a game on a 33MHz PS1 where 70% of the entire codebase was our (slowly) interpreted scripting langauge. I can easily scale this shit.
October 17, 2025 at 11:31 AM
Unfortunately some use-cases can't do that, either because voxelisation is not an option or you require too much precision than the dual approaches can give you.
October 9, 2025 at 10:19 AM