Archive

2022

First ever QNA!

I've been corresponding with some of my readers over the past few months, and I've sent so many emails that I might as well make a post about it!

Hex Voronoi

After spending a while wandering the internet in search of something new to learn, I found something I somehow missed: the language, Haxe, and the game framework, Heaps. This was the result of my learning.

New Year, New Website

My website has gone through many iterations but I wanted to truly make it my own and have control of every aspect. My website is just as much for me as it is for the rest of the world and I enjoy tinkering with it now and again.

2021

What is Nix?

I seem to be nixifying everything, from my operating system to my website. I wanted to go into a bit of detail about what it's like working with Nix.

My Website: aas.sh

This website is more than just a landing page for people looking to contact me, it's a trophy cabinet for all of my digital achievements, it's a canvas for thinking out loud and a place for me to tinker.

Now on dev.to!

I haven't been blogging much and I thought that it would be good for me to try and take blogging a little more seriously and to try and promote myself so that I'm encouraged to write more content.

4 Months At Jagex

4 months ago, I accepted a life-changing opportunity to work for Jagex, a studio I've aspired to work for since I played RuneScape when I was younger. I thought I'd update my blog since it has been a while.

Goodbye DSD, Hello Jagex!

Roughly this time last year, I accepted a job at Deep Silver Dambuster Studios, but unfortunately it wasn't a great fit for me. I'm now pleased to announce that I managed to get a job at Jagex!

2020

HexagonalHS

I've been playing around with Haskell for quite a while and I wanted to have a play around with a purely-functional graphics pipeline.

No longer a student

I've just completed my master's year at Sheffield Hallam University and accepted a job offer, life is feeling pretty great right now! Unfortunately, I haven't written a blog post in over a year because of academia, and so it's finally time to update my blog!

4D Geometry Viewer

Developing a game that uses the fourth dimension is rarely discussed, if discussed at all. I created an interactive visualisation of 4D geometry to learn how to apply 3D rendering concepts to higher dimensions.

Hogs of War: Level Editor

A cross-platform tool that allows for the visualisation and manipulation of Hogs of War map files.

Thesis

The path to the right decision: An investigation into using heuristic pathfinding algorithms for decision making in game AI.

2019

Street Fighter Clone

A university assignment where the goal was to study and recreate Street Fighter's mechanics in our own clone of the game.

Space

While I have some webdev experience from my static blog, I've never ventured further. I made Space so that I could learn more about things such as databases, servers and RESTful APIs to open up more opportunities.

Clojure: Another functional programming language

I've always been aware of the Lisp language, but always been afraid to dive in. However, after reading 'Clojure for the brave and true', I now recognise Clojure as a simple, pleasant and powerful language.

Relocate Engine

Relocate is a physics is an experiment with Box2D physics, Lua scripting, ImGui debugging and the SFML framework, and has been used as a starting point for a few of my other C++ projects.

HSRogue: A roguelike in Haskell

My first attempt at game development in the functional language, Haskell, as well as a description of the challenges I had to overcome to get things working.

2018

An Introduction to game development in Haskell using Apecs

There have been so many attempts to pioneer gamedev in Haskell, and yet still no commercial releases. In this post I hope to clear the air a little bit and encourage new developers to try Haskell.

Vect

Made during Summer 2018 as a part of an enterprise scheme to test not only our programming skills but our teamwork.

Of Boxes and Threads: Game development in Haskell

My experiences of making a game in Haskell and how I think it's is a pioneering process. Despite a wiki and subreddit dedicated to gamedev in Haskell, not many people have actually succeeded making anything close to current games.

What even is Haskell?

In this post, I'd like to write a beginner-friendly summary in layman's terms with regards to why I have taken such an interest in a language I've only started using. Hopefully this will inspire some people to consider using alternate languages to the ones they're used to.

Let's try this again!

  • March 14, 2018
  • 9 Minutes
  • Uni

A reflection of what happened when running my own games studio during placement year, as well as an update for what I'm up to now after that rough experience.

2017

Deus Vult

This project was more of an exploration than anything else. I wanted to make an engine which could have its data serialised and manipulated with scripts rather than hard code.

Make games, not engines

I have spent quite a lot of time lately making an engine for a game idea I have, but the result I got wasn't exactly what I had in mind. This post is my opinion on engine development vs game development based on my experiences over the last few weeks.

Redux For Games

Alacrity was really successful, but I didn't like the fact that it wasn't cross platform. To test myself even further I wanted to try porting it to OpenGL.

Start Programming!

In this blog post, I hope to inspire you to get in there and just dive into programming and to give you a few tips to get started.

Alacrity

Alacrity is a tile-based puzzle game where you have to collect pickups before time expires. We won an award for this game and got the opportunity to showcase our game next to Sumo Digital's 'Snake Pass'.