Thomas Decroyère
tdecroyere.bsky.social
Thomas Decroyère
@tdecroyere.bsky.social
Freelance software engineer.

Working on Elemental graphics library and Kanso (small micro kernel OS).

https://github.com/tdecroyere
Reposted by Thomas Decroyère
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!

zeux.io/2025/09/30/b...
September 30, 2025 at 5:40 PM
I now have a first person camera system for my renderer. It can be controlled with keyboard/mouse or gamepad. 😊

#directx12 #vulkan #gamedev #indiedev #IndieGameDev
July 21, 2025 at 3:06 PM
I can now load the textures from the scene.

I have a separate Texture Compiler library that can generate mips and compress the texture to BC7.

In the 2 screenshots, the same view without/with basic lighting. No shadows yet.

#directx12 #vulkan #gamedev #indiedev #IndieGameDev
July 17, 2025 at 3:04 PM
I really need a new camera system because the model-viewer controls don't really work with a 3D scene. 😅

#gamedev #indiedev #IndieGameDev
July 14, 2025 at 3:03 PM
I have reworked my mesh loading code and I'm now able to load the famous Sponza model. It is the "Hello World" of 3D graphics programming. 😊

I'm loading the normal maps to have more detailed geometry. Next on the list is camera controls.

#gamedev #indiedev #IndieGameDev
July 10, 2025 at 3:05 PM
The mesh sample works on iOS 26 with motion controls. It shares the exact same C code than the desktop version.😊

The sample is written in C23. Check the source code here: github.com/double-buffe...

#gamedev #indiedev #IndieGameDev #apple #ios #ios26 #iphone
July 7, 2025 at 3:05 PM
While working on my hobby OS for RISC-V 64-bit, I struggled to find the correct boot sequence to make it run on real hardware.

I'm using the Star64 @risc_v board from @thepine64.

Here is the boot sequence when the image is loaded from an SD-Card:👇

#RISCV #indiedev #osdev #c
July 3, 2025 at 3:03 PM
I've added functionality for the PS5 DualSense controller to my cross-platform gaming library. 😊

Feel free to explore the source code: github.com/double-buffe...

#directx12 #vulkan #gamedev #IndieGameDev #dualsense
June 30, 2025 at 3:11 PM
This is what happens when something goes wrong while refactoring the geometry data layout. 😅

The sample is written in C23. Check the source code here: github.com/double-buffe...

#directx12 #vulkan #gamedev #IndieGameDev
June 26, 2025 at 3:05 PM
I have implemented input management that works on Windows, macOS and Linux.

To test it, what better way than to apply some cool motions to my 3D model viewer. 😊

The sample is written in C23. Check the source code here: github.com/double-buffe...

#directx12 #vulkan #gamedev
June 23, 2025 at 3:05 PM
My small micro-kernel OS written in C23 now has a GitHub automatic build pipeline that runs the tests with the emulator on supported architectures.

It also builds hardware images so I can just burn the image to an SD card to test the build.

#RISCV #C23 #UnitTesting #github
June 19, 2025 at 3:06 PM
I have implemented a basic OBJ file loader and I can render a 3D model with Mesh Shaders. It works on all platforms: DirectX12, Vulkan and Apple Metal.

The sample is written in C23, check the source code here: github.com/double-buffe...

#directx12 #vulkan #gamedev
June 16, 2025 at 3:05 PM
Writing low-level code in C23 doesn't mean you can't do unit testing.

I built a simple library with a few lines of code that lets you write unit tests that look like those in other test frameworks.

Check the source code here: github.com/double-buffe...

#RISCV #C23 #UnitTesting
June 12, 2025 at 4:37 PM
Forgetting to include friction when calculating velocity or acceleration can lead to some truly unexpected results. 😅

#directx12 #vulkan #gamedev
June 9, 2025 at 3:04 PM
I've developed a compute shader sample for my graphics library, Elemental, using a beautiful fractal to test it.

It runs on Windows, Linux, MacOS, and iOS, and is written in C.

Check out the source code: github.com/double-buffe...

#directx12 #vulkan #gamedev
June 6, 2025 at 3:07 PM
Here is the repository of my hobby micro kernel for RISC-V written in C23.

github.com/double-buffe...

#RISCV
GitHub - double-buffer/kanso
Contribute to double-buffer/kanso development by creating an account on GitHub.
github.com
June 4, 2025 at 3:04 PM
I'm working on a microkernel for the RISC-V 64-bit architecture using C23 as a learning exercise.

I've successfully output text via UART on both QEMU and actual hardware! 😊

I'm using the Star64 RISC-V board from #pine64.

It's a start. 🙂 #RISCV
June 3, 2025 at 8:01 AM