The History of a Future Platform, Part 1: Why

My attempt to rethink the way games are made. In 2012, after shipping Fable 3 on Xbox 360 and PC, supporting DLCs and helping the team transition to Unreal Engine 3, I was completely worn down and demoralised.

Fast, Constant Time Sphere Indexing, Part 1

Map any 3D point on or above a triangle-subdivided sphere to a triangle index in constant time, without recursion, table lookups or complicated branching logic.

20 Years since Terminal Pacity

Around the age of 15 I started to code after a family friend gave me a BBC Microcomputer Model B. It was a wonderful machine that showed me where my future lay.

Mixed Precision GPU Noise with HLSL

A technique for achieving double-resolution noise at speeds close to float arithmetic, by restricting double arithmetic to the ranges where it is needed.