Amélie Heinrich
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beachedxo.bsky.social
Amélie Heinrich
@beachedxo.bsky.social
Graphics Programmer
19yo | he/him | Paris, France 🇫🇷

Français/English/Norsk OK + 日本語 N5

Tinkering with rays, meshlets and console platforms

Final year of BSc Student Game Dev
Pinned
Just announcing that I am open for contracting for the following year!

Looking for a graphics/engine programmer to help you out on your project? Feel free to reach out.

My expertise is primarily in graphics programming as well as console platforms.

🧵
Branched off my engine, focusing on taking another attempt at making my dream game

Working hard and hopefully I can have a player controller scripted in AngelScript with some collisions and whatnot
November 10, 2025 at 3:34 PM
Turns out properly waiting on both device and host instead of just device can really save lives
Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
November 3, 2025 at 2:23 PM
Finally getting down to doing some multi-queue stuff, and so far... fuck man D3D12 docs on resource ownership is not helping me at all lmao
November 3, 2025 at 1:18 PM
How does one even befriend an artist and convince them to help you make your game with your clunky custom engine art tools
October 28, 2025 at 9:17 AM
Hot take, I think it's a bit of a shame we don't have API level mipmap generation. I mean Metal has it with MTLBlitEncoder::generateMipmapsForTexture, but it'd allow vendors to make use of their architecture-optimized single pass downsampler (also not sure NVIDIA has one)
October 28, 2025 at 7:21 AM
Been doing some D3D11 work for nostalgia and to help a friend make their game and jeez, I'm missing modern graphics API copy commands, wtf do you mean I can't use CopyResourceRegion in D3D11?
October 28, 2025 at 7:17 AM
Turns out I was wrong, I can still use Metal Shader Converter even for D3D11....... yes...... good.....
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
October 22, 2025 at 10:38 AM
Helping a friend out to make their D3D11/Metal RHI and I'm gonna have to play around with spirv-cross for the first time to get HLSL -> MSL with no bindless
October 22, 2025 at 6:50 AM
The fact ImGui has issues with high DPI lowkey makes me crazy but at least I'm working on something nice
October 20, 2025 at 7:37 AM
Guys, I have a graphics prog job interview on thursday, give me your best job interview tips
October 19, 2025 at 12:57 PM
Reposted by Amélie Heinrich
The improved SSR in godot 4.6
October 18, 2025 at 12:16 PM
My new blog post is out! In this new post I go into detail in how I implemented my D3D12/Vulkan/Metal RHI in my game engine Kaleidoscope. Link in replies!
October 8, 2025 at 10:36 PM
Decided I'd merge my renderer into my engine since they were branched

But before hand I decided to do some editor stuff, and I am additionally working on a Gigi like "render graph as a data asset" system...

Will keep you guys updated
October 5, 2025 at 8:34 PM
Reposted by Amélie Heinrich
After quite a bit of work, I am finally done with the first blog post about ocean rendering! You can find it here: rtryan98.github.io/2025/10/04/o...

I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
Ocean Rendering, Part 1 - Simulation · Robert Ryan - Graphics Programmer
rtryan98.github.io
October 5, 2025 at 1:05 PM
For the people who are interested, I made a discord server for my game engine!

If you wanna come chat, roast my code or just talk programming and showcase your own stuff, feel free to join

Link in replies
October 4, 2025 at 9:04 PM
Renderer is now fully functional on Mac + Metal!
October 3, 2025 at 6:09 AM
Also yes I’m porting my engine to Mac and Metal3
October 2, 2025 at 10:55 AM
Metal devs -- has anyone achieved ExecuteIndirect emulation with Metal Shader Converter? I know I can write an MSL kernel to go from indirect commands -> Metal ICB, but for MDI I'm mostly curious how I fetch DrawID in HLSL.
October 2, 2025 at 10:54 AM
Been playing some Ghost of Tsushima and HOLY FUCK
September 19, 2025 at 1:12 PM
Just announcing that I am open for contracting for the following year!

Looking for a graphics/engine programmer to help you out on your project? Feel free to reach out.

My expertise is primarily in graphics programming as well as console platforms.

🧵
September 12, 2025 at 5:22 PM
Welp, just finished my last day at Ubisoft
September 12, 2025 at 3:14 PM
Some people think the next step in graphics is work graphs, some others think real-time PT

I want the adoption of ResourceDescriptorHeap on every modern platform (PC + Console) by 2026 otherwise I’m reconverting to web development
September 2, 2025 at 12:28 AM
Reposted by Amélie Heinrich
I need to move to a country where people actually give a shit about living together and building a community rather than being egotistic and individualistic fucktards.

Case in point : Parisian cyclists.
August 27, 2025 at 6:53 AM
I'm probably the only person ever to care about the aesthetics of my GitHub profile

It's cutesy af now though ngl heheheheheheh...
September 1, 2025 at 1:56 PM
I was bored so I made a thing
You can now spoof steam playtime using another .exe

github.com/AmelieHeinri...
GitHub - AmelieHeinrich/SteamPlaytimeSpoofer: Simple program that allows to count playtime for game A whilst actually launching game B.
Simple program that allows to count playtime for game A whilst actually launching game B. - AmelieHeinrich/SteamPlaytimeSpoofer
github.com
August 31, 2025 at 2:42 PM