Luke Hibbert
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lukehibbert.bsky.social
Luke Hibbert
@lukehibbert.bsky.social
22. Master's graduate in Computer Science for Games.

LinkedIn: https://www.linkedin.com/in/luke-hibbert-7b7a37175/

Portfolio: https://lukehibbertportfolio.wixsite.com/gamedev
The game I’ve been working on since January has officially been announced! Wishlist Racecar Crashers PS5 today!
store.playstation.com/en-gb/concep...
July 4, 2025 at 1:08 PM
I attended my first @gamayo.bsky.social event yesterday and it was incredible. So many lovely people and so much invaluable feedback from everyone, it was so good to see everyone enjoying Racecar Crashers 😄

A huge thank you to @gamerepublic.bsky.social for making this possible.

#GaMaYo
May 23, 2025 at 2:07 PM
I’m very excited to announce that I will be attending GaMaYo at Project House Leeds on the 22nd May 2025 to showcase Racecar Crashers (PS5) as part of my new and small studio, Trajectile Interactive.

If you’re going and would like to chat, feel free to message me!

@gamerepublic.bsky.social
April 29, 2025 at 6:01 PM
Expanding on my project through following Pete Shirley's paper on C++ Ray Tracing in One Week but using Rust, I've been working with materials, multisampling, diffuse reflections, and a lot of trait refactoring later, this is the current state.

raytracing.github.io/books/RayTra...
April 4, 2025 at 1:52 PM
I'm excited to finally share that I am in the process of having a published game for the PlayStation5! This is 9 months of C++ progress to date so please - if you'd like to support myself and my team or keep up to date with our progress, you can follow on the links in the comments.
April 4, 2025 at 10:15 AM
I've been following Pete Shirley's paper on C++ Ray Tracing in One Week but I've been using Rust. Rust is a weirdly interesting language, I have many yes' and many no's about this but it's been a fun learning experience so far.

raytracing.github.io/books/RayTra...
March 21, 2025 at 3:10 PM
I've finally made progress with my C++ DirectX 12 water reflections! I render the scene separately to a reflection and refraction render target, where these can be transitioned to a shader resource and then projective texture mapping can combine the images to the water's surface. Next is distortion!
March 15, 2025 at 3:58 PM
Been working on some game over/end screen designs for my C++ PS5 game prototype and maybe I was an artist in another life. I spent around 30 minutes in MS Paint for all of these. The top right one is my favourite, but for convenience, we're implementing the bottom one.
February 28, 2025 at 1:04 PM
I’ve had this bad habit of making blind assumptions or skim reading throughout university, but actually sitting down and digesting c++ and graphics concepts is genuinely so helpful. I read aloud to myself and make metaphors/comparisons to help it sink it and it’s been incredibly beneficial so far.
February 22, 2025 at 11:29 PM
I've finally faced my fear of implementing lighting and jumped head first into the Blinn-Phong model in C++ whilst learning DirectX 12 at the same time. I always preferred Vulkan, and I think I still do, but I can see DirectX 12 tries to be clean. Thank you to Frank Luna for his tutorials on DX12.
February 18, 2025 at 2:44 PM
C++ Programming: Utilising Vulkan GPU Capabilities for Procedural Grass Rendering.

After several months of hard work, my dissertation is finally complete. This application is capable of running ~4 million grass blades at ~77 FPS.

You can read my work here:
drive.google.com/file/d/1cERh...
February 9, 2025 at 2:47 PM