orhun, to rust
@orhun@fosstodon.org avatar

You can run TUIs in the browser with Rust! 🦀

🐭 ratframe : egui widget + @ratatui_rs backend.

🔥 Ratatui integrates with egui, enabling compilation to WASM!

🚀 Demo: https://gold-silver-copper.github.io/

⭐ GitHub: https://github.com/gold-silver-copper/ratatui_egui_wasm

video/mp4

hazelweakly, to random
@hazelweakly@hachyderm.io avatar

I swear, so much complexity of my life right now comes from me wanting to be able to graphically draw out an interconnected hypergraph but also have a convenient textual representation of said hypergraph

I'm sure this makes zero sense to people. But ugh. It's so frustrating to have the ideas in your brain and just not be able to really tease them out in a useful way for others

Signed,
trying to figure out how to map "do the platform engineering thing more better" into strategy and architecture

SmallOther,
@SmallOther@techhub.social avatar

@hazelweakly

I really love this subject on several levels.

Sometimes I just want to visually ontologize GADT type signatures, TLA+, nCat, or traits/interfaces/header files. Bonus if it spits out graphviz.

Sometimes I just want a hierarchical state machine or dag that hides detail.

Sometimes I dream about building a graph editor in the browser, based on a very particular set of solutions ( for p2p, for editor, for data, and for deterministic physics based layout). Layout is the really tricky part for building a graph editor I've found.

TheGrimsey, to rust
@TheGrimsey@mastodon.social avatar

Working on a modular build tool.

Think I need some keyboard shortcuts 😅

video/mp4

AdeptVeritatis, to KDE
@AdeptVeritatis@social.tchncs.de avatar

Upgraded to .

Some widgets do not work anymore (thermal monitor & an older weather widget). That was expected.

Some settings were reset.
Took me a while until I figured out, that I had 'Breeze dark' for all design styles but the colors in 'Breeze classic'.
I deactivated shadows again but need to find some more animations.
Fixed a thin line around windows by changing the Breeze window decorations.

I expected much more hiccups.

@kde

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

@kde

The performance feels smooth, although my hardware is really old now. I am especially happy, that my GPU is not outdated with this upgrade.

All in all no real game-breaking bugs for me.
Except one: My latest project is freezing after it starts. It is based on / eframe with , which might play into it.
I wanted to publish it in a couple of days. But not knowing, what causes this, and knowing, that my app will not run on all systems, will delay it.

Time for some bug reports!

mo8it, to bevy
@mo8it@fosstodon.org avatar

Progress with my physics from scratch in 😇

I was asked to simulate one sphere and plot its energy to validate my physics implementation.
But since I use , I thought why not simulate 10000 spheres instead? 😂

I don't understand the energy spike at the beginning, but at least the energy is stable later.

A grid of 100x100 spheres bouncing on the ground without friction. A plot shows the potential, kinetic and total energy. The system gains some energy at the beginning, but oscillates then around 1.3x of the initial energy. At least it is stable.

mo8it,
@mo8it@fosstodon.org avatar

I fixed the problem with the energy 😅

I also ported the code to use f64 everywhere instead of f32 for physics.

2^14 spheres this time ✨

I also made the repository public but it will not be published as a library. It is just my educational progress with my thesis:
https://codeberg.org/mo8it/master-thesis

A grid of 128x128 spheres bouncing on the ground without friction. A plot shows the potential, kinetic and total energy. The total energy relative to the initial energy is at 1.0 with a slight decay over time.

biochemic, to rust

For a while now i'm working on a Voxel game + Editor, that does have some unique mechanics, and is not just a copy of a popular game.
It's entirely written in rust, bevy and egui. I started the project last year in April

These images are mostly from my Discord Server, that i kinda use as a Dev Diary (let me know, if you're interested btw)

Below are some images from the last few updates
.
.
.

image/png
image/png
image/png

AdeptVeritatis, to rust
@AdeptVeritatis@social.tchncs.de avatar

Added inputs.

A right-click on the label(!) of a value opens a context menu to bind a MIDI channel to this variable.

At the moment, only a couple of variables of mandala nodes are ready (e.g. fold, size, speed). But the rest will follow soon.

There are different modes for absolute knobs and for rotary encoders.

Try it out and give feedback, if you own any MIDI device with knobs.

https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix

AdeptVeritatis, to rust
@AdeptVeritatis@social.tchncs.de avatar

pw-videomix v0.2.1 is out!

After complex filter chains for endless combinations in last version:

Now with a color rotator node like changing hue constantly. Using a trigonometric function allows to select upper and lower borders for some nice effects.

Also the fader (stacker) is finally there to create slideshows of connected nodes with blending.

Try it out here:

https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix

AdeptVeritatis, to rust
@AdeptVeritatis@social.tchncs.de avatar

pw-videomix

Version 0.2.0 is out!

Now with complex filter chains for endless combinations.

New color mixer node.
New monitor node to see intermediary results.
New snapshot node to write uncompressed PNGs.
Complete rework of most of the other nodes.

New FPS display and lots of GUI improvements.
(Technical details can be found in docs/concept.txt.)

Try it out here:

https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix

AdeptVeritatis, (edited ) to GraphicsProgramming
@AdeptVeritatis@social.tchncs.de avatar

Uploaded a preview of "pw-videomix" with a new render backend.

Amazing new possibilities!

Complex chains of mixers and mandala filter lead to marvelous animations. Even loopbacks between two mixers don't break anything. (Maybe keep an eye on GPU temps.)

Still more like a prototype, but the framework seems pretty solid.

Menu allows for a little bit more customization now.

You can find compiled binaries here:
https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

Mixer values work now completely, by the way. You can blend in sources with the mix slider.

And move around, scale and remove the sources.

Click on the mixer node to open the side panel for all options.

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

Snapshot sequences is done too for .

You can select between taking a series of snapshots within a time frame or after certain frames.

You can even use it, to make snapshots of your work for up to every 10 minutes.

Now I can create animations again with defined frame numbers and convert them to GIFs afterwards.

Would like to have scaling the output next. But I think, a new version number would fit first after all these changes.

https://gitlab.freedesktop.org/AdeptVeritatis/pw-videomix

sjb3d, to random
@sjb3d@mastodon.gamedev.place avatar

Just pushed an Vulkan renderer as part of my Vulkan wrapper here: https://github.com/sjb3d/spark/.

I've been enjoying using egui (https://github.com/emilk/egui) with glow (https://github.com/grovesNL/glow) for a while for hobby projects, but needed integration for the next one, thought I'd share since it might be useful for someone else too!

AdeptVeritatis, (edited ) to GraphicsProgramming
@AdeptVeritatis@social.tchncs.de avatar

My video mixer got a huge overhaul. I ripped everything apart until nothing worked anymore.

Then I started to build the picture loading again, but this time in a custom pipeline. A separate window shows this content, but now in a render callback.

Today I got my mandala filter node working, writing the result to a frame buffer. Now I can combine multiple filter in a chain!

It seems to be pretty performant.

Will upload it within the next few days hopefully.

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

Got it! :mastosunglasses:

Basic features are working: One artistic node and the mixer.

Now a lot of work is left to close and remove stuff and correctly connect all the other variables with the right places.
But holy cow, that was an adventure.

Color mixer and more in- and output options are on the list (write to files, , and that kind).

(Maybe a mandala as a template to create a mandala isn't the best example. :blobcatgooglytrash: )

AdeptVeritatis, (edited ) to GraphicsProgramming
@AdeptVeritatis@social.tchncs.de avatar

, a "Safe wrapper for the graphics API" in released version 0.34 two days ago.

When I started using it, 0.33 was previously released. But there were changes with layouts from pipelines. And the version on crates.io was somehow out of sync with the examples and the git repository. There was stuff, I just couldn't get to work.

I am so happy now to hopefully be able to replace all the workarounds.

Thanks to all the contributors!

AdeptVeritatis,
@AdeptVeritatis@social.tchncs.de avatar

My project depends on , , and the egui_winit_vulkan wrapper. Trying to use egui render callbacks with secondary pipelines, is really confusing sometimes. Searching and searching until I realized, what I tried to achieve, isn't part of egui but the wrapper. Same with egui and winit.
But that time needed to be spent.

Now I read so many different pipeline constructors and shader implementations, that they don't look confusing to me anymore.
Nice.

abey79, to rust

Introducing -sketch, a new -based interactive sketch environment for .

It's like , but in Rust. So:

  • it's fast
  • it's (soon) web ready (via wasm)
  • it's based on a far superior stack for fast development (mainly + )

As with , the interactive UI is auto-generated based on the sketch's declared parameters (here thanks to Rust's powerful macros).

Still very much WIP, but already usable—feedback welcome!

video/mp4

lumber, to random

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