Tom
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thope.xyz
Tom
@thope.xyz
Game programmer specialising in engine and tools 🔧. Based in Dundee, Scotland.

📆 Available For Hire!

Working on an arcady, drifty, driving game, title TBC. Follow for updates ⭐️
Probably destroyed by compression but I was working on a rotate gizmo today #gamedev
November 8, 2025 at 10:58 PM
October 16, 2025 at 12:34 AM
On Wednesdays I pay my debts #foss #premake
October 1, 2025 at 6:59 PM
Today in my continued effort to NOT implement the Pacejka magic formula, I made some neat little AnimationCurves which I can sample instead :) #gamedev #indiedev
September 30, 2025 at 7:05 PM
Working on gizmos again #gamedev #indiedev
September 18, 2025 at 12:53 PM
I did a Lua implementation of a CLAY style UI layout system a few months ago. Today I ported most of the layout code to C++

Tbh I was really liking the lua version. Wish I had a bigger love2d project that warranted investing more time in it #gamedev
September 5, 2025 at 10:52 PM
Dithered shadows + bsky compression makes it hard to tell in the video but trust me this is much improved
September 3, 2025 at 5:49 PM
Half a day later and I found the bug in my maths library that was causing the flickering shadow maps 🫠
I probably deserved it... #gamedev #indiedev #indiegame
September 3, 2025 at 5:46 PM
I think I figured out what my game is #gamedev #indiedev
September 2, 2025 at 5:44 PM
Came home and added some simple linear fog after a long weekend with the fam. I've been working on some stuff in the background to support infinite worlds for the new direction I'm going in. #gamedev #indiedev #indiegame
September 2, 2025 at 12:06 AM
ayyy, lets gooo #blender
August 15, 2025 at 1:43 PM
August 13, 2025 at 9:56 PM
new editor feature : spawning items from the right click context menu #gamedev #indiedev
August 11, 2025 at 10:14 PM
Packaging is now down with `./premake package`, and uploading to @itch.io with `./premake publish`.

Feels good 😎
June 28, 2025 at 10:42 AM
Got packaging and notarizing Mac builds working from the command line with notarytool. Honestly this is much better than the old way with altool #gamedev #indiedev #solodev
June 28, 2025 at 10:42 AM
Feeling sick, but enjoying this in bed
June 27, 2025 at 9:36 AM
Tried improving my GLSL workflow in sublime text with syntax highlighting + linting. Unfortunately the linting package needs a PR merged and glslangValidator.exe's --glsl-version flag appears to be broken... Still better than nothing #opengl
June 26, 2025 at 3:31 PM
I think I'm close to having enough gameplay to make a demo for the car game but feeling a bit stuck 😖

Instead I fixed up some maths code and debugged lighting in this old FPS test scene. Worth doing I guess #gamedev #indiedev
June 23, 2025 at 4:33 PM
Nitrous drifting baybeee lets goooo #gamedev #indiedev
June 20, 2025 at 11:55 PM
Had another playtest today and did some editor polishing. Feeling like I need to touch grass rn though... #gamedev #indiedev
June 19, 2025 at 4:34 PM
Working on the level editor
#gamedev #indiedev
June 18, 2025 at 5:25 PM
Added shadow maps while stuck at the airport today. I didn't love the softness produced by PCF. This is dithered PCF with some distortion applied to the sampling which I prefer but still not 100%, opinions welcome. Also need to fix the swimming while the camera is moving #gamedev #indiedev
June 17, 2025 at 11:30 PM
Added braking this morning, which is apparently a thing people want #gamedev #indiedev #screenshotsaturday
June 14, 2025 at 8:54 AM
Fixed some physics bugs, improved the constraint solving to account for mass, and exposed more values for tweaking. Got more feedback today, getting closer to a driving model I'm happy with... #gamedev #indiedev
June 13, 2025 at 5:06 PM
Started on entity *browsing* and *editing* tools today. The code might end up strange because I don't have entities in the ECS sense (not necessary for this case) but trying to not overthink 😬

A friend offered to design some tracks, but they can't do that without tools! #gamedev #indiedev
June 12, 2025 at 8:20 PM