Same task, multiple coding agents.
Full article, source, prompt: aedm.net/blog/square-...
Same task, multiple coding agents.
Full article, source, prompt: aedm.net/blog/square-...
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.
#wgsl is so cool: I can use the same shader source for multiple vertex and fragment shaders and they share data structures.
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.
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.
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!)
@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.
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.
Sure! bsky.app/profile/gyeb...
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.
I clicked on the "update docker" button and it uninstalled itself. I admire the honesty.
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.
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.