I Hate: Programming Wayland Applications

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Lobsters
Pascal Editor

Pascal Editor is an open-source 3D building editor for designing, editing, and sharing home projects.

Pascal Editor

I used the last few days to switch to Mapterhorn, a faster and more high-resolution elevation data API than what I used before. It improves the graphics, but it also makes my computer struggle, so I still have to do some optimisations.

#Bevy #BevyEngine #FlightSim #GameDev #Rust #Aviation #Graphics

https://nemin.hu/perlin.html

I wrote a small #tutorial about generating Perlin-noise. The code uses #TypeScript but it doesn't really use any exclusive features.

Back when I was first learning about noise, I found that most tutorials delve deep into the math / science (which is excellent, just was a little overwhelming), which ultimately hindered me in understanding how the algorithm itself works.

So I'm hoping this might help those who similarly learn better from code.

#javascript #graphics

Wayland set the Linux Desktop back by 10 years

added portal walk and created a small stress test (10 portals)

I can scale it up later if needed, so far I'm not expecting more than 10 per tile (and even then the camera would need to be very zoomed-in to go through all 10 for most tiles)

will probably also need some editor features to make lighting easier to preview (e.g. using pivot as light origin, different camera modes) but in any case, this might be good enough for now

#gamedev #enginedev #graphics

GrobPaint

GrobPaint is a lightweight cross-platform bitmap editor that sits somewhere between MS Paint and Paint.NET, offering layers, blend modes, selection tools, sprite-sheet helpers, and(...)

#apps #bitmap #crossplatform #graphics #imageeditor #javascript #paint #python

https://taoofmac.com/space/apps/grobpaint?utm_content=atom&utm_source=mastodon&utm_medium=social

clipping done (?)
for now w>0 clipping only

also found a silly bug where I set the structured buffer before updating it - if it got released and recreated during the update, old data would be used for the frame (causing a one-time glitch when the screen grid cell portal lists buffer receives more data than in the previous frame)

I should stress-test this thing by building a worst case sliced up hallway (many overlapping portals)

#gamedev #enginedev #graphics