Lone Henchman

Sometimes about tools, sometimes about graphics, sometimes I just ramble.
A stylized picture of the author.

My name's Phill, and I'm a video game programmer.

Sometimes I write code (and a little bit of it even makes it onto GitHub). Sometimes I solder microcontrollers to LED strips. Sometimes (rarely - too rarely) I even write stuff here.

This site's a little broken right now. Sorry about that. As far as I can tell, my old hosting provider was, uh, unhappy to discover that they'd given me a really good indefinite promotional rate (or something like that) which I'd held onto for longer than they intended, so I'm rebuilding it bit by bit in my spare time on Azure. Good times.

No, none of this content was produced by LLM. Spelling mistakes and awkward sentences are my own. I don't have a proofreader and figuring out how to integrate a spell checker into the (somewhat clunky) workflow behind this site is still on my to-do list.

Contact

I can sometimes be reached at phill@vec3.net, but absolutely never on social media. LinkedIn exists in a superposition of being social media and being not social media.

Recent posts

Vulkan Memory Types

Picking up the discussion on memory and caching: how does this all interact with an external processor such as a GPU? GPUs are an intersting addition to this discussion because their operation is very memory-bound and very very multi-core. They also run alongside CPUs. This makes things ...complicated.

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How Cache Impacts Software

Knowing that main memory is slow (relative to what otherwise goes on in the CPU), software can do a few things to run faster. These things all boil down to just "work with the CPU's cache and don't ever fight it".

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Memory and Physics

Computers have both a superpower and a problem: they are physical objects. And what the laws of physics give in terms of the massive potential to do work in parallel, they take away in the speed-of-light limit and heat. All of this has to be engineered around.

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Building Content: Parameter Packs and their C# Code Generators

In an earlier post in this series I worte about content identity being tied to the parameters used to build that content. This means that the parameter packs which drive builders are one of the major load-bearing elements of the overall design. In this post I'll describe the C# compiler plugin which makes their implementation both easier and much more reliably correct.

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This Website: Optimizing Resource Inclusion

One of the perks of making your own stuff is that some days you get to make it do neat things. Yesterday was such a day. I've long been annoyed at having every page linking in every possible script (highlight.js, MathJax, etc) just in case there might be content on that page that needs it. But now that I'm in full control of the site's generator, it was easy to just fix it.

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Rendering an Infinite Grid

I've been working on a little VR project for a while, and one of the first things I needed at the start was something to stand on. So I made an infinite grid to be my floor. Here's what it looks like and how it's made.

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This Website: The Generator

All of the code I'm going to discuss here is available on GitHub. Links to specific bits of code will point at what is currently the HEAD commit - things will naturally move and change as time passes.

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This Website: The Story So Far

This site's source is now available on GitHub and the generator component is even open-source. To mark the occasion, I thought I'd write a bit about its history and the journey from WordPress to a fully static site.

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$msCompile problemMatcher Woes

I don't know why no one bothers to keep "problemMatcher": "$msCompile" working as tools like dotnet and MSBuild evolve, but here we are. Every now and then an SDK update breaks the problem matcher, making it harder to get .NET work done in VS Code.

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Building Content: Scripting With C#

A few weeks ago I wrote about my toy content builder. Today, I'm writing a little bit more about it.

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Camera Math

Updated: 10 Aug 2025

Nothing special here, just stashing away some math I don't enjoy having to look up again and again.

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Dynamic Descriptor Pools

A couple days ago I wrote about my dynamic_buffer helper which I use to push things like uniform blocks to the GPU without worrying too much about preallocating the exact amount of memory I need at application startup. Here's another helper which I use to make allocating descriptor sets easy.

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Don't Forget the Inline!

If you're writing a header file and you're at global or namespace scope, then you almost certainly do not mean to declare bare const or constexpr variables.

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Dynamic Graphics Buffers

Yesterday, I described a ring buffer allocator suitable for pushing data to a GPU. Today, I'm using that allocator to manage a dynamic buffer suitable for sending things like blocks of uniforms up to the GPU which automatically grows when necessary.

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Ring Buffers

Circular buffers (or queues): super useful, but also hard to implement without getting snagged up on little off-by-one errors in the code that tracks the difference between the used and free regions. So here's a quick overview of the algorithm I use for stuff like dynamic vertex and uniform buffers when I'm doing 3D programming.

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Building Content: Just-In-Time Dependency Graphs

So, I've got a little toy hobby game project that I've been working on for ages, and it has content. And that content has to be built. And building content is very annoying, mostly because it tends to have dependencies that're really hard to quickly extract ahead of time. So... I decided not to, and I built myself a build system that builds the dependency graph and the content at the same time.

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