Alex Dixon

Gamedev, graphics, open source. Shuffling bytes and swizzling vectors since 2004...

diig - A music discovery app for record diggers

12 October 2025

diig is a music discovery app and the beginnings of a music platform that I started working on a few years ago. In that time I have been using the app myself, and so have a few friends, but I haven’t really announced much about it so I thought I would get some words down about the project. The name diig comes from the term crate digger which is given to record collectors who dig though vast quantities of records to find hidden gems.

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Maintaining CI is a pain in the...

04 March 2025

An ongoing source of frustration is maintaining continuous integration in open source hobby projects. It’s really useful to have continuous builds, automated tests and package delivery, but it comes with maintenance. Time will pass and the time will come where I want to tag a build in git and let all my lovely automated CI publish a package, or maybe work on a project I haven’t touched for a while and I want to run the tests, but for what feels like more often than not, the build fails for an unexpected reason.

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printf debugging is OK

06 May 2024

I stopped going on Twitter a while ago because it has the tendency to evoke rage, as it is designed to do. But every now and then I check back in - it can be useful sometimes for keeping up with graphics research, gamedev news and some people do post nice things, like sharing projects they are working on, so there is something to pull me back from time to time.

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Building a new graphics engine in Rust - Part 4

29 April 2023

Work has been continuing smoothly on my Rust graphics engine project hotline over the last month or so. I was slowly winding down from my current day job and have a little time off before starting a new role, so that has given me more time to dedicate to this project. I have been focusing on implementing different graphics demos and rendering techniques, which has thrown up a few missing pieces in the gfx backend and I am keen to get the API as complete as possible, because I am unsure of how much time I will have to work on it when I start my new role or even the validity of working on code in the public domain.

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Building a new graphics engine in Rust - Part 3

03 March 2023

Following on from the part 2 post a little while ago, I have been continuing work on my graphics engine hotline in Rust. My recent focus has been on plugins, multi-threaded command buffer generation and hot reloading for Rust code, hlsl shader code and pmfx render configs. I have made decent progress to the point where there is something quite usable and structured in a way I am relatively happy with. This leg of the journey has been by far the most challenging though, so I wanted to write about my current progress and detail some of the issues I have faced.

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