Starting the debugger…

Well, It’s New Year’s Eve today and also just over three years since I started my Software Development career at Simul. In that time, I have learnt an inordinate amount of stuff about graphics programming. Following Roderick Kennedy’s suggestion, I have started a blog, where I’ll be detailing my thoughts on programming in general from the moments of brilliance to the down-right infuriating. I will try my best not to make this a place where I’d vent frustrations on some topic or another; rather better to praise and/or critique the stuff I am working on.

‘So, who are you and what have you done?’

Well, I’m Andrew Richards - A self-taught C++ Software Developer focusing on Graphics with D3D12 and Vulkan, and this is my blog called Programming Development Blog - It’s symbolic. - ‘Self-taught, you said?’ Quite! In fact, I studied Music at University. So, I hope to bring a different perspective to this world that I accidentally stumbled into. However, I am by no means solely a creative person, along with my studies in Music I am well versed in the rigour of Mathematics and Physics. In short, I consider myself more of a poly-math with a ferocious appetite for knowledge. I have been working at Simul since December 2018 on trueSKY, a rendering plugin for realistic clouds and atmospheres. I haven’t limited my scope of programming to Simul-related work, but instead expanded it to my personal projects such as MIRU and GEAR, which are my rendering unit and game engine receptivity. I do have a habit of wanting to write everything from scratch, such as MARS my mathematics library. It offers a great insight into how best to design an interface for clarity of coding.

’Ok, Cool… So, what are you working on?’

Well, it’s hard to discuss Simul-related work in any detail, so I’ll only talk about stuff that I am working on personally or that’s very generalised. So, some specifics (and hopefully future blogs); I am working a lot on getting Android to build and debug in Visual Studio with Google’s Android Game Development Extension. A deep dive into hardware-accelerated raytracing and its implementation in D3D12 and Vulkan within MIRU. In fact, I want to add new updates or extensions for D3D12 and Vulkan. Working with Xbox UWP application and much more. I hope you stick around to listen to this developer’s stories. See you in the next post.