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hanion

@haniondev.bsky.social
59 followers 157 following 93 posts

recreational programmer interested in C, low-level, game engines, compilers, embedded, assembly, linux hanion.dev

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hanion @haniondev.bsky.social · 15/03/2026
added simple shading
021
hanion @haniondev.bsky.social · 01/03/2026
i added submesh support to my obj parser. now my engine can load BIG obj files
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hanion @haniondev.bsky.social · 01/03/2026
we got textures
020
hanion @haniondev.bsky.social · 22/02/2026
i made these models looong ago btw
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hanion @haniondev.bsky.social · 22/02/2026
i wrote an obj parser
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hanion @haniondev.bsky.social · 22/12/2025
am i cooked @tsoding.bsky.social ?
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hanion @haniondev.bsky.social · 08/10/2025
added lambert shading
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hanion @haniondev.bsky.social · 07/10/2025
finally rendered my first 3d cube with opengl
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hanion @haniondev.bsky.social · 04/10/2025
old turkic c:
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hanion @haniondev.bsky.social · 03/10/2025
do you guys clean up before exiting or do you leave it to the kernel?
380
hanion @haniondev.bsky.social · 02/10/2025
heres the numbers
callgrind output with sprintfcallgrind output without sprintf
010
hanion @haniondev.bsky.social · 02/10/2025
single line of sprintf was responsible for 65% of the instructions. replaced it with my own function and instruction count dropped from 58 million to 10 million
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hanion @haniondev.bsky.social · 05/09/2025
I spent the last few years building enik-engine, a lightweight C++ game engine with a custom editor, hot-reload scripting, physics, animation, prefabs, and more. Fast, small, and built for experimentation. Here’s a deep dive into how it works and the lessons I learned: hanion.dev/post/enik-en...
enik-engine editor
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hanion @haniondev.bsky.social · 24/08/2025
Building a custom C skin: hanion.dev/post/cey
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hanion @haniondev.bsky.social · 18/08/2025
made a ray tracer in c. and i want your opinions on the ui. left (raygui) or right (nuklear)?
rayguinuklear
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hanion @haniondev.bsky.social · 09/08/2025
I got nerd sniped by @tsoding.bsky.social. Site generation with C templates: hanion.dev/post/mite/
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hanion @haniondev.bsky.social · 21/07/2025
Writing a game engine for embedded: hanion.dev/post/embedde...
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hanion @haniondev.bsky.social · 01/05/2025
remade my website hanion.dev. no frameworks or libraries, just like god intended.
hanion.dev website home page
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hanion @haniondev.bsky.social · 12/04/2025
Tsoding on C
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hanion @haniondev.bsky.social · 08/04/2025
assembly is the best language for opening four panes side by side
050
hanion @haniondev.bsky.social · 02/02/2025
finally, i don't have to touch windows again
git commit with the message "add mingw support"
010
hanion @haniondev.bsky.social · 23/01/2025
there you go. it is leaking no more
valgrind output showing memory leak of 0 bytes
000
hanion @haniondev.bsky.social · 23/01/2025
heh, almost done
valgrind output showing memory leak of 4 bytes
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hanion @haniondev.bsky.social · 23/01/2025
noo my game engine is leaking
valgrind output showing memory leak of 556,216 bytes
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hanion @haniondev.bsky.social · 15/01/2025
here's a better one lol
010
hanion @haniondev.bsky.social · 15/01/2025
added jolt physics to my game engine
040
hanion @haniondev.bsky.social · 28/12/2024
anyone still using goto? added to my language anyways
030
hanion @haniondev.bsky.social · 25/12/2024
added text rendering to my game engine! thought it would be way harder. i am happy how it turned out.
040
hanion @haniondev.bsky.social · 11/12/2024
finally added 'defer' to my language, i love it
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hanion @haniondev.bsky.social · 02/11/2024
ray caster in an LED panel? ray caster in embedded!
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hanion @haniondev.bsky.social · 02/11/2024
automatically hot reloading native scripts in my game engine:
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hanion @haniondev.bsky.social · 29/10/2024
i hate if statements without braces. so, in my own language, they are not allowed at all.
010
hanion @haniondev.bsky.social · 27/10/2024
here's mine with only one cube filled, just filling the faces. i gave up on depth buffer after seeing this. it struggles with uint8_t[32*64] color buffer 😆
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hanion @haniondev.bsky.social · 27/10/2024
really cool. i made a cpu rasterizer too. but on an embedded device, the filling was so expensive that it slowed everything down. i couldn't even fill it with color. so i ended up using just backface culling. here it's working with a simulator i wrote with raylib:
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hanion @haniondev.bsky.social · 20/10/2024
here's a demo of the current editor for the game engine im developing in c++
010
hanion @haniondev.bsky.social · 20/10/2024
native scripting working in my game engine
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