Toby V.
gameplay engineer @ Blizzard. Notes, projects, and what I'm into.
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Latest from the garden
● Notes on input prediction in netcode [seedling]
Sketching out how rollback differs from extrapolation, and when each fits.
● What I look for when reviewing C++ code [budding]
The things I actually check in a C++ PR — ownership, lifetime, and the stuff that bites you six months later.
● On long runs and thinking time [budding]
Why running is the most effective thinking time I've found, and what that says about how I work.
Currently
Work
- Deep in a gameplay systems project at Blizzard. Can’t say more, but it’s interesting.
- Reviewing a lot of C++ this sprint — good reminder of how much ownership semantics matter.
Building
- Getting this site up. The Astro/Tailwind v4 stack has been pleasant so far.
Reading
- Designing Data-Intensive Applications — finally getting through it properly after bouncing off it twice.
Outside work
- Running more consistently again after a few months off. Back to 30+ miles a week.
- Back on the guitar. Noodling mostly, no agenda.
Projects
tobyv.me [live]
This site — a digital garden built with Astro 5, Tailwind v4, and MDX.
AstroTypeScriptTailwindMDXPagefind
Synth in C++ from scratch [archived]
A polyphonic subtractive synthesizer with a custom DSP graph.
C++JUCECMake
Reading
now
Designing Data-Intensive Applications by Martin Kleppmann
last
Working in Public by Nadia Eghbal ★★★★☆