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Kingsley Hopking

@beardyking

Personal | Engine programmer | Tinkerer of triangles | πŸ³οΈβ€πŸŒˆ πŸ’Ό - Activision, Central Tech πŸ“Œ - Manchester, UK πŸ€ - Keith gang πŸ’­ - Opinions are my own

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07.02.2024
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Latest posts by Kingsley Hopking @beardyking

The syntax are awkward due to being designed for faster parsing, the standard library design is quite good, I’m a big fan of allocators being passed into things.

The major problem I have is for windows they use nt.dll which is not guaranteed to have a stable API and in theory can break at any time.

08.03.2026 15:41 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Preview
dampf: Old-school Steam skin for Dear ImGui A 2004-era Steam/VGUI2 tracker skin for Dear ImGui

i've been fiddling with an old-school Steam skin for Dear ImGui: seidt.quest/s/dampf/. i open it several times a day to click and drag stuff around therapeutically because it's… grounding? :D imgui gallery thread post with source and references coming.

07.03.2026 11:48 πŸ‘ 138 πŸ” 31 πŸ’¬ 6 πŸ“Œ 2
Preview
Steamworks Development - Powerful New Tools For Customizing Developer/Publisher Homepages - Steam News Better tools for presenting your studio's brand and showcasing the games you make

Developer/Publisher home pages are already super valuable, especially for building an audience over time.This morning we launched a huge update to customization.
If you haven't already made a home page for your game studio, now is a good time to start!
store.steampowered.com/news/group/4...

05.03.2026 20:04 πŸ‘ 40 πŸ” 8 πŸ’¬ 2 πŸ“Œ 3
Preview
This new indie tabletop RPG is basically Overcooked with extra demons Food and Evil is a silly, setting-agnostic food truck TTRPG that mixes card-based cooking mechanics with mischief and many, many puns.

Happy Zine Quest month! Hoping to highlight more than a few neat projects over on Wargamer this Feb. First up, the deliciously pun-filled Food and Evil by @goosepoopgames.com www.wargamer.com/food-and-evi...

04.02.2026 11:53 πŸ‘ 16 πŸ” 8 πŸ’¬ 2 πŸ“Œ 1

Similar to the scene serialisation work I was doing last month the script instance memory is trivially serialisable and stores stable indices across loads.

But I’ve yet to decide if the full scripts inst memory should be saved or if I should provide some other way to save a subset of the obj state

26.02.2026 23:52 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

This code is in my prototype architecture project, I tend work on it for ~20 minutes a day on the tram, but I’m increasingly finding there are a few patterns I would like to bring over to my home engine but to do so would require a decent amount of refactoring.

26.02.2026 23:41 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I spent some time writing a .dll script hotreload system, with C as a scripting lang

It required some code shuffling into a new common static lib

I provide the scripting system with engine/core PFNs on dynamic lib attach

Scr allocs are owned by engine, so script mem is persistent between reloads.

26.02.2026 23:27 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
21.02.2026 18:28 πŸ‘ 271 πŸ” 109 πŸ’¬ 0 πŸ“Œ 0
fake windows 95 dialog superimposed on a smaller win95 desktop:

Scheduled Horse_ Moment.Exe
Please stand by for a scheduled Horse
Moment.
You will now contemplate and reflect.
This is a time of seriousness.
You currently have scheduled Horse Moments turned on.
You can not change this in settings.

fake windows 95 dialog superimposed on a smaller win95 desktop: Scheduled Horse_ Moment.Exe Please stand by for a scheduled Horse Moment. You will now contemplate and reflect. This is a time of seriousness. You currently have scheduled Horse Moments turned on. You can not change this in settings.

a technology we can all be excited about

18.02.2026 20:51 πŸ‘ 1380 πŸ” 521 πŸ’¬ 3 πŸ“Œ 24

Today I woke up increasingly fucking angry about this. I'm sure 10+ billion hours of children scrolling an endless dopamine hit of slop games is 100% fine for their development, right?

I don't look at this as market opportunity. I look at this with genuine fear for the next generation.

18.02.2026 18:33 πŸ‘ 131 πŸ” 56 πŸ’¬ 3 πŸ“Œ 0

What?! That's amazing for rapid prototyping PCBs!

18.02.2026 17:50 πŸ‘ 6 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

I’ve been experimenting with this in a blank project.

For it to work in my home engine I would need to change my scene representation & re consider my asset pools next free slot approach ( currently parallel bit-array )

16.02.2026 22:22 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Ive been re-tinkering with serialisation these last few weeks.

I’ve landed on a binary format that serialises in/out each asset pool separately & provides an upgrade description to convert old versions to new ones

β€œup to date” pools are file mappable &
Bindless data is patched to the db pkg order

16.02.2026 22:05 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Post from: Andrew Kelly on the post
https://codeberg.org/ziglang/zig/issues/31131

β€œMicrosoft are free to change the Native
API at will, and you will be left holding both pieces when things break.”

β€œIn addition to what @The-King-of-Toasters said, the worst case scenario is really mild: A new version of windows comes out, breaking ntdll compatibility. Zig project adds a fix to the std lib. Application developer recompiles their zig project from source, and ships an update to their users.”

Post from: Andrew Kelly on the post https://codeberg.org/ziglang/zig/issues/31131 β€œMicrosoft are free to change the Native API at will, and you will be left holding both pieces when things break.” β€œIn addition to what @The-King-of-Toasters said, the worst case scenario is really mild: A new version of windows comes out, breaking ntdll compatibility. Zig project adds a fix to the std lib. Application developer recompiles their zig project from source, and ships an update to their users.”

Snarky blogpost aside.

The real problem is the clear fundamental difference between ecosystems of Windows & Linux development.

I get the β€œperf at all costs” but I really value that any .exe released is going to maintain backwards compatibility for a significant amount of time. (No app patches req)

06.02.2026 23:07 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Vulkan Descriptor Heap extension

Vulkan Descriptor Heap extension

In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification.

Learn more: khr.io/1n5
#vulkan #gpu #programming

05.02.2026 14:46 πŸ‘ 13 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
I made a real PS1 game in 1.5 months
I made a real PS1 game in 1.5 months YouTube video by Elias Daler

It took me 1 month to make this video.

It's 43 minutes and it's jam packed with cool information about how I make PS1 games and how I made Yume Nikki PS.

www.youtube.com/watch?v=dsA2...

#gamedev #indiedev #psx #ps1 #yumenikki

03.02.2026 18:36 πŸ‘ 191 πŸ” 55 πŸ’¬ 1 πŸ“Œ 1

I’m suspicious of professionals / techfluencers praising LLMs.

I do worry about the learned helplessness feedback loop for students / folk learning new things.

LLMs make you feel like you are learning but you are actually just outsourcing your thought process to a for profit company.

Very cringe

24.01.2026 18:28 πŸ‘ 3 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

I don’t use LLM for any home work or any code, but I do investigate it’s utility every 6-12 months

- It’s detrimental to code quality / architecture.

- it seriously stifles the process of learning & making connections between ideas.

- Fine as a first pass for reviews (catch stupid logic bugs)

24.01.2026 14:46 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

there's basically two ways to create shareholder value

1 - make good stuff people want

2 - fire everyone who knows what they're doing even if the doors fly off your airplanes and make up some wild shit about how autocorrect is going to make it all better eventually

we are unfortunately in era 2

21.01.2026 13:00 πŸ‘ 190 πŸ” 30 πŸ’¬ 4 πŸ“Œ 1

This is it, this is the coolest little guy!

19.01.2026 17:46 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Post image

This is quite a post

www.planetearthandbeyond.co/p/reality-is...

17.01.2026 06:26 πŸ‘ 8094 πŸ” 2731 πŸ’¬ 255 πŸ“Œ 754

Optimizing spatiotemporal variance-guided filtering for modern GPU architectures jcgt.org/published/00...

12.01.2026 22:48 πŸ‘ 26 πŸ” 9 πŸ’¬ 0 πŸ“Œ 0
12.01.2026 12:17 πŸ‘ 4977 πŸ” 1132 πŸ’¬ 30 πŸ“Œ 3

A structure testing out an evolution of the trimsheet, with both stone and plaster walls available. The blue roof gives me distant childhood memories of Warcraft... II I think? Also, cylinders of any kind really eat up the poly budget!

#256fes #b3d

11.01.2026 21:28 πŸ‘ 44 πŸ” 12 πŸ’¬ 4 πŸ“Œ 0
Post image
10.01.2026 02:15 πŸ‘ 30074 πŸ” 9330 πŸ’¬ 130 πŸ“Œ 164
A strand based hair simulation running on GPU
A strand based hair simulation running on GPU YouTube video by Jorrit Rouwe

A sneak peak of what I've been working on: A strand based hair system for Jolt Physics (WIP): youtu.be/Rl19G0c003o

10.01.2026 21:07 πŸ‘ 85 πŸ” 17 πŸ’¬ 4 πŸ“Œ 0

What an impeccable vibe!

11.01.2026 09:18 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Post image

πŸ’΅ MONEY for GAME? In 2026??? πŸ’΅

There have been more and more successful-game-devs-turned-game-funders popping up, so here's a lil' thread of some of the more recent ones I've seen.

Hopefully this helps you get some $$$! πŸ”½

08.01.2026 20:10 πŸ‘ 600 πŸ” 159 πŸ’¬ 6 πŸ“Œ 7

Honestly the bare minimum that discord could do to solve this is to allow for a forum mode/section that is able to be indexed & just be explicit that the post is public.

08.01.2026 13:26 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

If anyone wants to give me investor money, I would love to make a competitor hehe.

I’ve long hated that communities are non indexable by search engines. Getting information about graphics things requires a trawl through β€œgeneral conversation”

We had a working system and it was called forums….

08.01.2026 13:21 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0