Development update for the last two weeks: https://docs.drawpile.net/devblog/2026/03/30/dev-update.html

Autorecovery files have a safety net size limit now so that idling in a session for days on eat doesn't unwittingly eat all your disk space or something. The key frame move locking feature should now be fully functional.

There's also several Android fixes and support for OnePlus stylus buttons, which also made its way into Krita 5.3.1 already, which was released this week!

#drawpile #floss #foss #opensource #devblog #krita

Dev Update: Week 12 and 13 of 2026

The last two weeks had some more work on autorecovery and animation, as well as several fixes, particularly for Android. You can try this out in the alpha release.

Drawpile

Building an FPGA 3dfx Voodoo with Modern RTL Tools

" This frame of Screamer 2 was rendered not by an original 3dfx card and not by an emulator, but by an FPGA reimplementation of the Voodoo 1 that I wrote in SpinalHDL. Available on GitHub.

What surprised me was not just that it worked. It was that a design like this can now be described, simulated, and debugged by one person, provided the tools let you express the architecture directly and inspect execution at the right level of abstraction.

The Voodoo 1 is old, but it is not simple. It has no transform-and-lighting hardware and no programmable shaders, so all of its graphics behavior is fixed in silicon: gradients for Gouraud shading, texture sampling, mipmapping, bilinear and trilinear filtering, alpha clipping, clipping, depth testing, fog, and more. A modern GPU concentrates much of its complexity in flexible programmable units. The Voodoo concentrates it in a large number of hardwired rendering behaviors.

One of the bugs that drove this home looked at first like a framebuffer hazard. Small clusters of partially translucent text and overlay pixels would go mysteriously transparent, even though most of the frame looked fine. The real issue turned out not to be one broken subsystem, but several small hardware-accuracy mismatches stacking up in exactly the wrong way. That bug ended up being a good summary of the whole project: the hard part was not “making triangles appear.” It was matching the Voodoo’s exact behavior closely enough that the wrong pixels stopped appearing.

This post is about the two abstractions that made that tractable. The first is how I represented the Voodoo’s register semantics in SpinalHDL. The second is how I debugged a deep graphics pipeline using netlist-aware waveform queries in conetrace. "

cont. in dev blog.

Building an FPGA 3dfx Voodoo with Modern RTL Tools

I turned my DevTerm into a Game Boy Camera and Printer — Max Glenister

tl;dr: “I forked mGBA to print Game Boy Camera output directly to a thermal printer.”

“The Game Boy Camera was brilliant and stupid in equal measure, a 128x112 pixel sensor bolted on top of a cartridge, printing to thermal paper on a Game Boy Printer the size of a brick. I got both for Christmas when I was 12 and somehow spent hours with them. The minigames are absurd, the image quality is aggressively awful, and the whole thing looks like a prop from a cheap sci-fi film. I loved it.”

Cont. reading in linked dev blog.

I turned my DevTerm into a Game Boy Camera and Printer — Max Glenister

The Game Boy Camera was brilliant and stupid in equal measure, a 128x112 pixel sensor bolted on top of a cartridge, printing to thermal paper on a Game Boy Printer the size of a brick. I got both for Christmas when I was 12 and somehow spent hours with them. The minigames are absurd, the image quality is aggressively awful, and the whole thing looks like a prop from a cheap sci-fi film. I loved it.

Development update for the last two weeks: https://docs.drawpile.net/devblog/2026/03/16/dev-update.html

Many animation improvements this time around, such as an exposure tool, timeline zooming and more. Also improvements to numeric inputs and some smaller fixes.

#drawpile #floss #foss #opensource #devblog

Dev Update: Week 10 and 11 of 2026

The last two weeks have had a good number of animation and other improvements. You can try out this stuff in the alpha release.

Drawpile

Scapesir testing is complete! I overdid it a bit, so I'll translate it to English once I'm feeling better. While I recover, I've been working on this AI comic. What do you think?

#aiart #chibi #animeart #fantasy #comic #scapesir #devblog #indiedev

Writing my own text editor, and daily-driving it

A programmer's text editor is their castle

Extend your coding agent with .NET Skills - .NET Blog

Introducing the dotnet/skills repository and how .NET agent skills can improve coding agent workflows.

.NET Blog

Development update for the last two weeks: https://docs.drawpile.net/devblog/2026/03/01/dev-update

Topics include new brush previews, stroke previews in the palette dock, more animation and timelapse export formats via ffmpeg, input fields for precise values when editing brushes and a bunch of bugfixes.

#drawpile #foss #floss #opensource #devblog

Good article about the state of #AI in #development. The numbers are impressive, maybe alerting.

https://dev.to/elvissautet/2026-ai-users-vs-the-unemployed-3jk4

PS: so far I read 3 articles and think I really can recommend his #devblog. Good written, not too technical (often those details harm readability), a broad view on the topic, and supported by numbers.

#WebDev #Blog

"2026", AI Users vs The Unemployed.

I just read a stat that made me sit up straight. By 2026 (well, it's happening), ninety percent of...

DEV Community

Development update for the last two weeks.

Timelapses now support animations. The attached video shows that off, thanks to BulletPepper for providing it!

There's also several smaller improvements to the animation toolage and there's a new rotation tool, analogous to the pan and zoom tools.

Finally, on Android you, now get to pick the interface scale and between desktop and mobile mode when Drawpile starts.

https://docs.drawpile.net/devblog/2026/02/15/dev-update

#drawpile #foss #floss #opensource #devblog #mastoart