Graphics Dev Journey 🎨, SDF Engine 🌍
🎮 Game Dev Journeys & Mindset
From OpenGL to Nowgrep: A Graphics Programmer’s Journey
This Wookash Podcast episode follows graphics-focused developer Charlie Malmqvist from his early coding days to discovering OpenGL and carving out a niche in competitive graphics programming. He shares what contractor life really looks like, plus practical rules of thumb for surviving in a specialized field. The conversation dives into the origins, proof-of-concept, and future of his tool Nowgrep, and how community projects like the BSC conference came together. A solid listen for aspiring engine and graphics programmers.
You're Not Doing Enough: Brutally Honest Advice for Indie Devs
If you dream of going full-time in gamedev, this creator says your current habits probably won’t get you there. He contrasts cozy, low-intensity development with the “killers” shipping many games, cranking out daily marketing content, and rapidly prototyping to find hits. Along the way he shares unconventional advice: prioritize morning deep work over tired evenings, experiment with fasting for better focus, refuse to engage with toxic gamers, and stop idolizing solo dev as an end state.
🛠️ Cutting-Edge Tech & Tools
Building Infinitely Deformable Worlds: A High-Fidelity SDF Game Engine
This deep-dive devlog explains an SDF-powered engine designed for truly dynamic geometry: smooth carving, additive building, tunnels you can walk through and erase, and even moving holes that capture enemies. The author details how distance caching, sparse brick maps, and geometry clip maps make high-performance rendering of complex SDF scenes feasible over kilometers. A shared BVH enables incremental updates, and Jolt handles physics via generated collision meshes. It’s a practical blueprint for anyone dreaming of high-fidelity destructible worlds.
Build AAA-Looking Horror Levels in Unity With Zero Modeling
A solo dev walks through creating a Resident Evil-inspired horror interior in Unity using only ProBuilder, free assets, and smartphone photos. The video covers grid-based blockout, clean UVs, trims, a unified color palette, and quick texture pipelines via Materialize. With simple lighting, fog, ambient horror audio, and heavy decal use, the scene quickly gains a gritty, AAA feel. Along the way, the creator plugs their Full-Time GameDev course, aimed at helping indies go full-time with polished demos.