Don Williamson
Don Williamson
@donw.bsky.social
Head of Rendering @ Pacific Light & Hologram ~30 games/engines/platforms: Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab, etc. Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc. https://donw.io https://github.com/Celtoys/
1.1K followers201 following322 posts
I've rebuilt my website with a custom Hugo theme and updated to the latest version of Hugo. Also moved comments to utteranc.es I'll be adding more blog posts soon and starting a non-technical series as it will be a while before my work allows me to talk about what we're doing. donw.io
25 years ago we shipped a Dreamcast/PC game in 9 months. It was Brutal (www.sega-dreamcast-info.com/en/flinstone...). I found the code last year and spent weeks trying to compile it. Then I spent a couple days fixing bugs and, well, it feels amazing. TWO. DAYS. Don't crunch, kids. Crunch Kills.
Don Williamson reposted
hi friends I'm very excited to announce Halfspace, my experimental cross-platform IDE for solid modeling with distance fields! This has been in progress since midway through last year, and it's finally "done enough" to make it more public.
Don Williamson reposted
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
In ~2007 when coding the ambient lighting of Splinter Cell, I had the idea of storing dynamic SH probes in Voronoi cells, where a) dynamic objects could walk/lerp the face graph, and b) static meshes "palettised" probes per vertex and lerped to give Realtime GI. It never shipped but look how pretty!
15 years ago I built a DCPU-16 assembler/debugger/emulator/editor in JS. I asked an LLM for a tiny Zelda-ish adventure. It wrote the code and encoded it in a URL format I designed for sharing. I clicked it and the 15-year-old emulator ran it. dwilliamson.github.io/dcpu-zelda.h... Strange times?
The source to this WM/Control system is still in a very old branch of Remotery here: github.com/Celtoys/Remo... I also made a video overview. Oh my god it's 9 years not 8. www.youtube.com/watch?v=rX13...
Don Williamson reposted
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: box2d.org/posts/2026/0...
Heretical but I build my Typescript/Typia and C# code with Bazel because the concept of a language package manager that mutates your machine is exactly the footgun that can run riot. Packages are a pinned, hashed input like any other build input. Hermetic, no global tool leaks, no post-install crazy
Don Williamson reposted
New recording and replay feature added to Box2D. Uses determinism to exactly reproduce the simulation for your game. Debug your game with all details including ray casts and other queries. Deterministic rollback too. box2d.org/posts/2026/0...