Interactive/realtime/visuals/games/tools/dev @timboc.bsky.social

Oxford, England
Joined September 2011
Doing visuals at Glasto for Bonobo using our software - sweet! 🥳👌@ExperienceVolta
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The free demo for Order of the Sinking Star has been going great -- people really like it! We will upload Part 2 for you on Friday morning, but if you haven't tried it yet, you may want to get in there and play before the new puzzles drop! store.steampowered.com/app/4…
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This! Especially if dirt rally sim is your vibe, definitely pick it up. I was fortunate to briefly work with the (very small) team who are lovely and have been working mega hard on this for years. Wishing them every success.
this brutal & realistic rally sim on space planets is made by a tiny dev team (2-person core team) - inspired by brutal off-road rally like Dakar, Baja etc - no roads. no authored racing line. just you and a stupidly powerful rover - career mode, car & stage editor, leaderboards
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Hobby project in the process of going rogue 😅- why not create a quick web app that can interpolate vectors via sdf representations, warning of laser cutting issues like islands and too small bridges with tooling to fix
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Looking for work again in case anyone's willing to signal boost! Mostly C#/Unity/@threejs but interested in all interactive things that move ✨ Finally updated my portfolio (small threejs site of course) - link in thread 🙏
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Bit of experimentation, messing about making some brush inky thing in @threejs 🖌️
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Fullscreen Exclusive - Avoids the Windows desktop compositor - Historically made significant difference to latency - much less so these days - Effectively the default for Consoles - Monitor & OSes can take a very long time (seconds) to switch resolution and refresh rates - Pain
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✨Wrap-up✨ Borderless windowed mode isn’t niche — players and streamers actively want it. The APIs are old. The OS rules are subtle. The hard part isn’t calling the functions — it’s understanding how the OS actually behaves.
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The Win32 calls we all LLM our way to are fine, but there is nuance around DPI, input capture etc (that a lot of us can ignore). It feels like a place where engines could reasonably step in and finish the abstraction. Until then, hopefully this was a useful summary!
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🧵 Unsexy Game Dev #1 Display modes — notes from Streetdog Most PC games today default to borderless fullscreen. In practice, on Windows 10/11, this means: “a top-level borderless window, sized to the desktop, presented through the compositor.” That detail matters👇
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Adding a top region (or button) mouse-draggable area becomes necessary - unless an immovable window was the goal!
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Windowed - Borderless - Usually requires manual Win32 api calls eg SetWindowPos(hWnd, IntPtr.Zero, 0, 0, w, h, SWP_FRAMECHANGED | SWP_NOMOVE); - Timing can be a bit tricky in conjunction with using Unity APIs (wait a frame after calls to eg SetResolution)
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Windowed mode (who actually wants this?) - Esp useful for streamers and multi-taskers - Can help with some multi-monitor setups - BUT, damn that window chrome is ugly
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What FullScreenWindow means on Windows (Unity & Unreal) - A borderless HWND - Sized to the desktop resolution - Managed by DWM (the compositor) - Looks fullscreen, still a window - No monitor res/refresh-rate switches so fast and alt-tab friendly - Immovable and on top by design
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I've been inspired to note each acronym I've hit, a few days into web, coming back after some years: SST WSL IAM SSO TS CSR SSR (not reflections) HMR ISR MPA PWA SPA SSG LID PID DRF
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Bonus ones used this week: OSC, CDK, SVG, UID, ENV, URI, CDN, CDK, IDE, NPM, AWS. Plus the mundane CLI, FPS, GPU, OBJ, PNG, JPG. Not to mention the specific Svelte, Vite, Routes etc
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