Marcus Lynn
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herrlynn.bsky.social
Marcus Lynn
@herrlynn.bsky.social
Owner ItsAllAGame, prof. gamedev & Amiga/ST DemoCoder (Shadow@Pseudo-Ops&Dynamic Duo) Ex-Flaming Fowl Studios Founder, TD@Lionhead, Smallrockets, Criterion
Really enjoyed the video, done the same things recently on my own tech for my games but for increasing my planet from 800m radius planet to 8000m and adding dynamic flowing water, lots of fun problems to solve along the way
January 28, 2026 at 2:16 PM
Update on your shader in my project, planet now 10 times bigger with real-time terraforming and real-time flowing water

bsky.app/profile/herr...,

and here's what happen if you let the water "fill-up" the planet

bsky.app/profile/herr...
GGDev tonight at 7PM at The Drummond, includes sneak peek/play of my "gamejam on my own" 4-week Godot game and an updated video of my "don't know want the game is yet" tech with improved planetary dynamic ocean simulation/rendering & PCG dynamic landscape (preview below)
January 28, 2026 at 10:36 AM
Took a break over Christmas from using my tech/engine/editor and created a game in Godot after hearing good things. Not only was the engine fast/iterate but felt so natural to use. Finished the game in 4 weeks including learning the engine from scratch, a testament to how easy to use the engine is.
January 12, 2026 at 11:27 AM
James was always a clever little sausage !
December 3, 2025 at 9:47 AM
Yeah, basically scan-line based interrupt driven colour changes, also had an Amiga and was part of Pseudo-ops demo crew on there so was constantly trying to create the same effects on the ST that I created on the Amiga demos
November 17, 2025 at 9:45 AM
There's about 20 different screens in the demo (I think the vid only shows 1 or 2) but you have to find your way through the maze of rooms, we nearly won an award for the demo but people got so frustrated with trying to find the rooms it lost out 😭, oh well , you live and learn 😅
November 16, 2025 at 3:57 PM
Was indeed from Cadaver by The Bitmap Bros. and I think I nicked the unicycle from an Amiga Format cover disk in the early 90s where Bullfrog had a programming tutorial with a unicycle, little did I know that I'd be lucky enough to work there several years later as a Technical Director
November 16, 2025 at 3:45 PM
I loved this game so much I hacked it to grab the GFX to use in one our megademos on the Atari ST youtu.be/M09Bd8y3B94?...
Atari ST demo - Imagination
YouTube video by Cryptkeeper
youtu.be
November 16, 2025 at 12:59 PM
I feel your pain, a streamer played my God Game and the action for digging up mana was super slow, they were saying "god I wish this was faster" and I, almost crying "that's not how it should be , it should be faster !", stayed up late fixing the bug, was due to ultra high refresh rate monitors !
October 15, 2025 at 9:16 AM
Wow , haven't seen this before on the GBA, really impressive stuff !
September 24, 2025 at 12:05 PM
Just finished getting a variation of this to work on my planet tech for the next iteration of my game, so happy I now have superfast PCG (not as fast as yours as I also have to calculate the physics & pathfinding info) but can still PCG the entire planet in around 32 ms on a 980 Ti #procgen #meigigu
August 31, 2025 at 2:42 PM
I spent some time creating some tech on the GBA to get my own version of this but stopped it once I got hooked into writing the voxel landscape tech for 4X4 Offroaders on the GBA
August 26, 2025 at 5:57 PM
You and me both, started on the trusty Philips Videopac G7000 (Magnavox Odyssey 2) with an odd computer programmer cartridge
July 8, 2025 at 12:26 PM
Use the geometry shader and you can pass over 1 vert per particle and then in the GS create a camera aligned 4 vert particle
April 21, 2025 at 6:50 PM
My game engine is predominantly single threaded, although my audiocapture, audiostreaming, opusstreaming and LUA script parsing systems are in separate threads. However most of my game logic nowadays is performed on the GPU through compute and that is massively parallel
February 2, 2025 at 11:45 AM