Bootsharp now beats Rust wasm-bindgen by 10% on user-type marshalling — powered by a new binary serializer and the NativeAOT-LLVM compiler, both shipping in the new release. https://t.co/xeurwGOkQC
SpriteDicing is now available on @godotengine!
👉 https://t.co/nfYX54VQKt
Fun fact: it runs 3.7× faster on Godot vs Unity, thanks to more efficient texture read/write functions. 🤖
@jetbrains are you even reviewing reports on youtrack? I reported a critical regression in dotCover a week ago, and it hasn't even been triaged, no response at all: https://t.co/EaCZsU8Lve
Same post, at the same time, on Twitter and Bluesky. Twitter account has x10 more followers.
Now I'm wondering: is the bird actually dead, or did the background cook? 🤔
The emotional rollercoaster of #rustlang:
1. Find out into_iter -> into_par_iter is the only change required to make existing code run on multiple threads
2. Attempt compile, only to realize a major refactor is required solely to keep progress callbacks functional
@alexanderameye@obsdmd Yeah, I though I'd miss kanban as well (tried the plugin, but it didn't really work for me); but after some fiddling I found the built-in outline view can work as a priority list: you can drag-drop headers to re-arrange the sections, so it's almost like the kanban cards.
Aaand Notion followed through. Guess I had to learn the lesson of not trusting cloud providers the hard way. 😅
@obsdmd doesn't have a kanban view, but is completely local and keeps the stuff in plain markdown, so no surprises anymore, hopefully. Also, it's super fast and lean.
Thanks to @Atlassian nuking my Trello account just because I happen to connect from a certain country, I've discovered how beautiful @NotionHQ is. More features, flexibility, better performance and overall superior UX.
Oxidized my sprite packing solution into cross-engine tool. It's no longer coupled with Unity and works 3x faster.
🦀 https://t.co/sRGtDbhfjR
#rustlang#gamedev#cg
So, I've finally felt victim to the hype and started rewriting one of my tools to #rustlang from #csharp. Quite satisfying, though not sure if I'll ever be able to appreciate mandatory curlies. So much wasted vertical space. 😕
Finished upgrading my C# <-> Type Script interop solution to .NET 8. Also added instance bindings and shiny new docs: https://t.co/KrHpXBykXK.
#OpenSource#DotNet#webdev
And final #OpenSource contribution just before the new year: migrated my C# <-> JavaScript interop lib to .NET 8. Thanks to all the WASM improvements in @dotnet runtime, it now supports AOT, multi-threading and compiles into bundler-friendly ES module. https://t.co/kbSRZ5oRCa
Made a JS util to optimize media on web: https://t.co/htrQ2dlUps
Plugs into build pipeline to encode images and video into AV1/AVIF, generate covers and variants for high-DPI displays, etc. Makes it trivial to prevent layout shifts and content poppin on page load.
We're finally approaching sane TS project setups. Previously, I'd have to drag hundreds of transitive deps just to test, cover and build a lib. Now it's only tsc and bun.
Reanimated some obscure artifacts of my indie gamedev youth: https://t.co/doE2CJk1cv
Porting Unity 4 builds to modern WebGL was an exquisite experience. 🤓