Posts
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I want a good parallel computer
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A note on Metal shader converter
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Simplifying Bézier paths
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Moving from Rust to C++
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Requiem for piet-gpu-hal
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Raph's reflections and wishes for 2023
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Minikin retrospective
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Parallel curves of cubic Béziers
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Advice for the next dozen Rust GUIs
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Xilem: an architecture for UI in Rust
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piet-gpu progress: clipping
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Prefix sum on portable compute shaders
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Swapchains and frame pacing
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The stack monoid revisited
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The case of the curiously slow shader
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Fitting cubic Bézier curves
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Cleaner parallel curves with Euler spirals
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An interactive review of Oklab
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An Old New Adventure
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Text layout is a loose hierarchy of segmentation
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Rust 2021: GUI
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Towards principled reactive UI
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The compositor is evil
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The stack monoid
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Seeking truth in a time of misinformation
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xi-editor retrospective
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Fast 2D rendering on GPU
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A sort-middle architecture for 2D graphics
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piet-gpu progress report
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Prefix sum on Vulkan
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Blurred rounded rectangles
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Covid-19 resources
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GPU resources
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The Soundness Pledge
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Flattening quadratic Béziers
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Towards a unified theory of reactive UI
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Rust 2020: GUI and community
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Thoughts on Rust bloat
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The smooth resize test
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An update on spline licensing
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2D Graphics on Modern GPU
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Skribo progress update
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Font fallback deep dive
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Low level text layout kickoff
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More small updates
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IIR filters can be evaluated in parallel
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Followups
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How long is that Bézier?
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A new spline
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My thoughts on Rust 2019
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Secrets of smooth Béziers revealed
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Small updates
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Towards fearless SIMD
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A crate I want: 2d graphics
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Announcing the xi-editor github organization
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Synthesizer progress update
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A Few of My Favorite Sigmoids
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A New Adventure
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With Undefined Behavior, Anything is Possible
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Notes on “Lost in Math”
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Towards GPGPU JSON parsing
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Entity-Component-System architecture for UI in Rust
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A sketch of string unescaping on GPGPU
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Smooth resize in Direct2D
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What I’m working on at Recurse Center
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Hello blog
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