Day 2 of my journey in graphic programming with #rust
The wgpu surface has now been initialised!
Day 2 of my journey in graphic programming with #rust
The wgpu surface has now been initialised!
Link:WebGPU Data Memory Layout
https://blog.libove.org/posts/link-webgpu-data-memory-layout/
Colors are not mine, this is just how #wgpu-native has it 
I finally looked up the story about Lemonodor, so yeah, I am way late to that party... I don't even understand why I am doing #commonlisp, but for some reason, I find it addictive.
And so, after 3 months of pretty intense work, I proudly present this beauty—THE TRIANGLE!!! 
It’s the wgpu-native triangle example implemented in CL with the #wgpu bindings lib I’ve been working on. I hope I can now exhale, relax, and take a small break. And then jump into it again. Refreshed. A bit, at least.
There’s going to be a lot of work to clean up the mess I made while zerg rushing things with my brain cells in these past 3 months before I start expanding the API. I hope wgpu-native will continue to bless me with smooth rendering and zero crashes. 🤞
Shoutout to @juretriglav 's "Surfel-based global illumination on the web"
Genuinely one of the best posts I have ever seen. If you are interested in #GI #wgpu or #rendering and #graphics in general, I definitely recommend it.
I love playing around with the multi-scale mean estimator :D
https://juretriglav.si/surfel-based-global-illumination-on-the-web/

Can we use WebGPU to compute real-time global illumination with surface patches called surfels? Does it look good enough? Is it fast enough? And can we finally construct viable compute-heavy rendering pipelines right here on the open web? Join me on this journey and let's find out!

The blade graphics library is a mess and causes several issues for both Zed users as well as other 3rd party apps using GPUI. This PR removes blade and implements the linux platform using wgpu whic...
I finally got my head around WebGPU/wgpu enough to make my own render graph. Now the bubble universe thing is decomposed into a graph of render passes, and I've got some simple parameter animation going.
In this screencap, I'm varying the particle size and transparency and varying the number of particles in two ways in sync with the universe's revolution. The color map is just doing its own thing; that wasn't planned.
🧵 8/N
Oh, so it is 2026 already? And the month is February already? The last thing I remember is diving into a rabbit hole called "Surely writing my own c2ffi translator for my WGPU project is no big deal."
What's done is done. I am slowly recovering and ready to get back to my WGPU project. While the need for a custom translator is still debatable, I guess further practice will show if that's actually the case. Even if it was overkill, the time wasn't completely lost: I’ve learned more about Common Lisp and even did TDD for the first time in my life - who would've guessed it would finally happen in CL? 
Behold, the monstrosity! https://github.com/keelah-mt/cl-kl-c2ffi