Marcus Lynn's Avatar

Marcus Lynn

@herrlynn

Owner ItsAllAGame, prof. gamedev & Amiga/ST DemoCoder (Shadow@Pseudo-Ops&Dynamic Duo) Ex-Flaming Fowl Studios Founder, TD@Lionhead, Smallrockets, Criterion

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07.10.2023
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Latest posts by Marcus Lynn @herrlynn

Finally got an updated video of my planetary water tech, still so far to go but loving it bsky.app/profile/herr...

27.02.2026 16:58 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
"No Man's Ocean" X "Super Mario Sunshine"
"No Man's Ocean" X "Super Mario Sunshine" YouTube video by HerrLynnsTube

For those who didn't get to see it yesterday at GGDev, here's the next stage in my notsurewhatthegameisyet game , titled "No Man's Ocean" X "Super Mario Sunshine" youtu.be/fPraLQTuoMk?...

25.02.2026 10:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1
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The month of love certainly didn't disappoint, great turnout and great company at The Drummond GGDev

25.02.2026 09:52 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Following on from the fantastic Guildford Games Festival on Friday the GGDev Drummond Pub meetup is tomorrow (Tuesday) at 7PM, with another sneak peak on the next stage of my "No Man's Ocean" X "Super Mario Sunshine", notsurewhatthegameisyet game

23.02.2026 14:20 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

It's February, the month of love, pancakes and the new season of Sprinter, all the Hopes and Dreams of Spring but with the Jaded Bitterness of Winter. So come and share the love at the next GGDev on Tuesday 24th February at The Drummond Pub, Guildford, from 7PM

11.02.2026 10:20 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Nice, did the same for my ocean tech, it becomes a slippery slope of constantly fiddling to get it to look good close up/little water compared to full oceans. I recently added bioluminescence based on water velocity, looks soo nice when terraforming or adding/removing water. Need to do a video of it

10.02.2026 23:13 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

One of the biggest hurdles I had to get around was the stability issue with my ocean water simulation, especially as huge asteroids can land in the ocean kicking up huge waves, a lot of capping and fixing timesteps (even if it means running the sim on compute multiple times) sorted most of them

05.02.2026 14:02 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Really impressive, was the first machine I used assembly on properly before hitting the demoscene on the ST/Amiga and was thinking how I'd do that with each screen on the C64, loved it..

01.02.2026 11:18 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Last video from me in response to the question from last night's GGDev "Can you dig a hole in the ocean floor and watch the ocean drain into it ?"

www.itsallagame.com/files/OceanH...

28.01.2026 17:13 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Really enjoyed the video, done the same things recently on my own tech for my games but for increasing my planet from 800m radius planet to 8000m and adding dynamic flowing water, lots of fun problems to solve along the way

28.01.2026 14:16 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Update on your shader in my project, planet now 10 times bigger with real-time terraforming and real-time flowing water

bsky.app/profile/herr...,

and here's what happen if you let the water "fill-up" the planet

bsky.app/profile/herr...

28.01.2026 10:36 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Ok, fair enough, someone said "not really an ocean mate, barely a lake in the video! ๐Ÿ˜…", and they're right, but if you don't terraform the landscape to stop the water it will eventually fill up resulting in the preview below (sped-up as it takes too long to fly up otherwise)

27.01.2026 16:25 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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GGDev tonight at 7PM at The Drummond, includes sneak peek/play of my "gamejam on my own" 4-week Godot game and an updated video of my "don't know want the game is yet" tech with improved planetary dynamic ocean simulation/rendering & PCG dynamic landscape (preview below)

27.01.2026 15:32 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 1

Took a break over Christmas from using my tech/engine/editor and created a game in Godot after hearing good things. Not only was the engine fast/iterate but felt so natural to use. Finished the game in 4 weeks including learning the engine from scratch, a testament to how easy to use the engine is.

12.01.2026 11:27 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

James was always a clever little sausage !

03.12.2025 09:47 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Yeah, basically scan-line based interrupt driven colour changes, also had an Amiga and was part of Pseudo-ops demo crew on there so was constantly trying to create the same effects on the ST that I created on the Amiga demos

17.11.2025 09:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

There's about 20 different screens in the demo (I think the vid only shows 1 or 2) but you have to find your way through the maze of rooms, we nearly won an award for the demo but people got so frustrated with trying to find the rooms it lost out ๐Ÿ˜ญ, oh well , you live and learn ๐Ÿ˜…

16.11.2025 15:57 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Was indeed from Cadaver by The Bitmap Bros. and I think I nicked the unicycle from an Amiga Format cover disk in the early 90s where Bullfrog had a programming tutorial with a unicycle, little did I know that I'd be lucky enough to work there several years later as a Technical Director

16.11.2025 15:45 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Atari ST demo - Imagination
Atari ST demo - Imagination YouTube video by Cryptkeeper

I loved this game so much I hacked it to grab the GFX to use in one our megademos on the Atari ST youtu.be/M09Bd8y3B94?...

16.11.2025 12:59 ๐Ÿ‘ 5 ๐Ÿ” 1 ๐Ÿ’ฌ 2 ๐Ÿ“Œ 0

I feel your pain, a streamer played my God Game and the action for digging up mana was super slow, they were saying "god I wish this was faster" and I, almost crying "that's not how it should be , it should be faster !", stayed up late fixing the bug, was due to ultra high refresh rate monitors !

15.10.2025 09:16 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Wow , haven't seen this before on the GBA, really impressive stuff !

24.09.2025 10:29 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Just finished getting a variation of this to work on my planet tech for the next iteration of my game, so happy I now have superfast PCG (not as fast as yours as I also have to calculate the physics & pathfinding info) but can still PCG the entire planet in around 32 ms on a 980 Ti #procgen #meigigu

31.08.2025 14:42 ๐Ÿ‘ 11 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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I spent some time creating some tech on the GBA to get my own version of this but stopped it once I got hooked into writing the voxel landscape tech for 4X4 Offroaders on the GBA

26.08.2025 17:57 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

You and me both, started on the trusty Philips Videopac G7000 (Magnavox Odyssey 2) with an odd computer programmer cartridge

08.07.2025 12:26 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Use the geometry shader and you can pass over 1 vert per particle and then in the GS create a camera aligned 4 vert particle

21.04.2025 18:50 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

My game engine is predominantly single threaded, although my audiocapture, audiostreaming, opusstreaming and LUA script parsing systems are in separate threads. However most of my game logic nowadays is performed on the GPU through compute and that is massively parallel

02.02.2025 11:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0