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Dom Williams

Personal blog about Rust, gamedev, and other programmery joys.

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Latest posts

Devlog #8: 2D to 3D

Adding an extra dimension with the power of quaternions, orthographic projections and a whole lot of churn.

The Great Closed Source-ning

I'm making the core of my open-source project private for the time being, to remove the inertia and pressure of open source and prioritise making progress with my limited time.

A FUSE filesystem for Minecraft

An overview and technical breakdown of a silly side project idea that possibly became a useful modding API for Minecraft.

Devlog #7: custom async runtime

A deep dive into implementing an async runtime for my game engine.

Devlog #6: async activities

An overview of many months of churning the entity activity system to use Rust's async/await support, for a much nicer design.

Devlog #5: voxel world goals

An introduction to and high-level specification of the 3D voxel game world.

Application-wide panic handling

Panics in Rust are normally isolated to the thread that caused them, and are sometimes recoverable. This post introduces panik-rs, a crate to make panics on all threads fatal (to the application!) and prevent them from being silently swallowed.

Devlog #4: entity activities

A technical dive into how living entities do the things the brain tells them to do without crippling game performance.

Devlog #3: entity movement

A barely coherent rant about a year of progress (or lack thereof) in the realm of entity movement and path finding.

Devlog #2: game engine architecture

A deep dive into my game engine architecture, looking at how the simulation is entirely separate from its visual representation.

Devlog #1: fixed timestep

I cover the core game loop, why a fixed timestep is required and how it's implemented, topped off with a glorious comparison gif.

Devlog #0: vision and goals

This post aims to introduce my ambitious, long-term gamedev project, along with my vision and long term goals for it. In essence, it could be described as a deep simulation, not unlike and very much inspired by Dwarf Fortress and Rimworld.

The Bane of TODOs

TODOs are great. In my head they're short and concise notes that will remind future me about issues and outstanding work that he'll get to one day. They'll be ticked off one by one in small commits that paint a beautifully satisfying `git log`. Surely?