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Tom

@thope.xyz

Game programmer specialising in engine and tools πŸ”§. Based in Dundee, Scotland. πŸ“† Available For Hire! Working on an arcady, drifty, driving game, title TBC. Follow for updates ⭐️

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18.11.2024
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Latest posts by Tom @thope.xyz

GitHub - thomashope/vector-experiments: A test repo to experiment with vector swizzle implementations A test repo to experiment with vector swizzle implementations - thomashope/vector-experiments

Have been tinkering with my own too for β€˜fun’. I was doing some experiments on implementing vectors with swizzles (that don’t rely on UB) if you’re interested. See the tests for a demo

github.com/thomashope/v...

26.02.2026 09:12 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I’m following this πŸ‘€ bsky.app/profile/theh...

21.02.2026 09:43 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

interesting, thanks for the investigation :)

20.02.2026 11:56 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Are there still significant incompatibilities between wgpu and dawn? How much work would it actually be to switch?

20.02.2026 11:05 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

love to see games bring people together, and it feels like there is so much potential in this space, especially to cross the divide of gamers and non-gamers

Also loved the Erica shoutout :)

27.01.2026 18:27 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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pipes #gamedev #indiedev

22.01.2026 01:08 πŸ‘ 9 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

Idk if the `gh` command line tool might offer a better experience? I only tried it recently, maybe worth exploring

12.01.2026 17:07 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Very cool!

10.01.2026 15:42 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Nice. What’s the reason for the triangular light prism? Something gameplay related? Packing two lightmaps into a square texture?

10.01.2026 13:31 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

You also need to get familiar with the git workflow (fork, pull, branch, commit, push, merge). Good instructions help here too.

Maybe my message to maintainers is that clear guides for building and contributing may not be glamorous, but they do make a difference! #foss

10.01.2026 00:40 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Beyond code, the biggest barrier to contribution was good build instructions (Thank you to those that write them!) But after a while I got familiar with make, CMake, premake, linker errors, etc. and could figure stuff out on my own. These days LLMs help with that too tbh

10.01.2026 00:40 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
A screenshot of a pr merged into quakespasm

A screenshot of a pr merged into quakespasm

If you are a programmer with imposter syndrome (like me), even small open source contributions can be very validating. All my contributions have been minor. Small crashes or updating documentation. But even the small stuff makes a difference.

10.01.2026 00:40 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I assume you’re aware of quake brutalist jam 3. I havent played much as I’m away from a good setup but even the hub was stunning

08.01.2026 18:58 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Yes, I may have misunderstood the question tbf

19.12.2025 11:18 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Assuming you are doing an instanced draw, each instance receives an Instance ID, which can be passed to an RNG of some kind to get the offset.

I’m not sure how Godot handles it but an instance ID is a fairly standard feature.

Does that sound like what you want?

19.12.2025 11:09 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Tracking turns

13.12.2025 00:48 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Went over all my rotation maths and realised everything was backwards. Happy Friday

12.12.2025 21:05 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Rotate gizmo is starting to come together #gamedev

10.12.2025 03:08 πŸ‘ 5 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
Preview
How to Use Premake to Build Your Game Assets An overview of how I use the Premake build script generator to also build my game assets.

Been experimenting with using Premake (the build script generator) as the asset build pipeline for one of my game.

So far it's been working pretty well, so I decided to write a blog post about it in case anyone else want's to try. #gamedev #indiedev thope.xyz/2025/premake...

06.12.2025 17:21 πŸ‘ 7 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

lol I have seen some real shenanigans pulled to try and replicate this. Nice :)

06.12.2025 10:27 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Demo page is looking sick! Will give it a try when I'm back at my PC

04.12.2025 17:36 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

It's checked in. Did you check it in? It's checked into git. I put it in a gist. When did you check it in? Did you pull? It's on the main branch. It's on the remote. It's in LFS. It's on the remote main branch. Did you push to the remote? You need to stash first. You need to pop the stash. You need-

13.11.2025 01:01 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Word forces you to prioritise ;) also can move privacy policy to footer?

12.11.2025 19:29 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Everyone is talking about the sprouts but what will happen to all those raspberries???

09.11.2025 07:26 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0
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Probably destroyed by compression but I was working on a rotate gizmo today #gamedev

08.11.2025 22:58 πŸ‘ 9 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0

I listened to the whole episode today and really enjoyed it!

08.11.2025 22:57 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

red-black trees, b trees, content addressable storage, Rich Hickey, functional programming, NERF, so much stuff to dig into. Especially when Alex is talking at 2x speed lol #gamedev

04.11.2025 18:48 πŸ‘ 6 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0
Game Architectures with Alex Evans and Anton Mikhailov
Game Architectures with Alex Evans and Anton Mikhailov YouTube video by Wookash Podcast

The giant flat list entity architecture from Dreams, rsync algorithm, debugging by spamming in UI code and hot reloading... such a good episode!!

www.youtube.com/watch?v=mFBm...

04.11.2025 18:45 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Not a direct reply to your original point, but another option could be to gift it to a housing cooperative?

22.10.2025 08:12 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Rocks #gamedev #indiedev

16.10.2025 00:34 πŸ‘ 9 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0