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jimmi

@gyebnar

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18.11.2024
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Latest posts by jimmi @gyebnar

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Same task, multiple coding agents.

Full article, source, prompt: aedm.net/blog/square-...

26.12.2025 09:55 👍 0 🔁 0 💬 0 📌 0

Please make the F1 key invoke the command palette in every app.

We should finally recognize "help" on that key as a failed experiment and a waste of what could have been the most useful function key.

16.12.2025 10:40 👍 2 🔁 1 💬 0 📌 0
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#wgsl is so cool: I can use the same shader source for multiple vertex and fragment shaders and they share data structures.

29.08.2025 20:01 👍 1 🔁 0 💬 0 📌 0

Trying #leptos for frontend dev these days. Having static types on FE is great, elminates most of the guesswork. I finally know which fields & methods these objects have without trial & error.

20.03.2025 09:05 👍 1 🔁 0 💬 0 📌 0
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First render after rewriting my toy engine from Vulkan to #WebGPU. I'm awestruck, again.

Upside down, GUI missing, shadow map bug - but not a black screen. Those were common for me in C++, it tells you how you _can_ use an API, but #rust tells you how you _should_. And #wgpu & #vulkano are awesome.

28.02.2025 11:06 👍 3 🔁 1 💬 0 📌 0

Your demo (the original binary using `WindowMode::Fullscreen`) actually runs well on my AMD Radeon RX 570 on Windows.

(Btw. thanks for releasing the source!)

19.02.2025 10:22 👍 1 🔁 0 💬 0 📌 0

@canmom.art What's your experience with borderless mode on Linux? That's what my demoengine defaults to, but I mainly use Windows, and I wonder if there's something to look out for.

19.02.2025 09:57 👍 0 🔁 0 💬 1 📌 0

It seems to be wgpu (Mozilla's WebGPU implementation) with a Vulkan backend. Maybe try the environment variable "WGPU_BACKEND=dx12", or use "RUST_BACKTRACE=1" to get the stack trace of the error.

18.02.2025 21:03 👍 1 🔁 0 💬 1 📌 0

Sure! bsky.app/profile/gyeb...

13.02.2025 16:48 👍 0 🔁 0 💬 0 📌 0
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This is my 3D transformation matrix naming scheme. Just remember the same space should stand on both sides of multiplications and you'll be fine.

13.02.2025 16:48 👍 4 🔁 2 💬 0 📌 1

I clicked on the "update docker" button and it uninstalled itself. I admire the honesty.

11.02.2025 10:24 👍 4 🔁 1 💬 0 📌 0
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My displacement shader just applies normal mapping on the original surface normals as if no displacement was happening.

I was worried about that when I wrote it. Turned out acceptable.

Adjusting the gradient is a bit more involved as it needs info about mesh topology in the vertex shader.

10.02.2025 13:10 👍 6 🔁 1 💬 0 📌 0
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A 2x2 Lego brick looks big enough to host two USB-C ports, a small STM32 microcontroller and an RGB led. I'm thinking about an electronics extension to Lego, and connecting blocks to each other could be an easy and fun way to build.

24.11.2024 21:05 👍 9 🔁 1 💬 0 📌 0