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  • Writer's pictureLewis Marlow

TIGA Graduate of the Year - Programmer

Updated: Sep 18, 2021



TIGA, the trade association representing the UK’s video games industry, today revealed 30 of the UK’s best graduates and post-graduates in games.

I would do it all again in a heart beat. It's amazing getting recognised, nominated and achieving the TIGA Graduate of the year award.


I'm currently working at SimCentric as a Developer. I was told that when I move on from University into an industry job that it would be like slowing down to a crawl. I'm happy to say that at SimCentric, that is not the case at all. They are passionate, driven and inspiring which makes me want to work all the harder. I'll write an update on my new role in a future post.


A side project that I've been working on recently:


The idea is to put together a wormhole simulation. My idea is to make a 4D collision detection rendery-thing in which you can travel through time. It sounds weird but it should work. I'm not interested in faking it, I want it to be a working simulation - no matter how basic.


All I've got so far is this sphere being bent by light:

This is a raytraced sphere with gravity pulling the light rays and "stretching" the look of it.

The tiny spheres making up the one sphere are caused by the length the ray is traveling. The further the distance the ray is traveling each loop, the less spheres are made. Here's the same again with the ray traveling 0.82 cm every loop. (the top image is 0.2)


I'm not 100% sure what's causing the spheres to be drawn multiple times as there is only 2 in the scene, and only 1 visible in this image. It's quite likely there's a calculation wrong and this just looks correct.


With ray marching it's even weirder:


Click here to have a play if you like:

Just click and drag the mouse around to move the gravity well. The closer to the centre your mouse is, the closer to 0 the force of gravity will be.


This basic pulling of light will be very different with 4D collision detection. I think that the intersection will be more accurate and not have "false" spheres drawn as the ray moves through time each loop. In the above images, the ray's position is dependent on where the gravity is pulling it. So using a 4D intersection will mean that the time at that position will have a say in whether the sphere is there or not. Meaning that the ray isn't being pulled or manipulated as it is shot into the scene, but the time at that location will affect the type of intersect visible.

This should mean I can get it working in full 3D and maybe even VR.

First, I need to get it working.


Hope you enjoyed and thanks for reading.



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