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update
#wgpu
Update on the Rust POM implementation
The ceiling I was hitting was with silhouettes, self-shadow was a nice upgrade but now I am finally working on the silhouettes issue and ensuring the surface can exist beyond the quad real triangles since height field parallax have a limit unfortunately.
This is a simple lighting setup, the self-shadow was very improperly done as it was a simple: 0.55 + diffuse*0.35 + height*0.10
I wanted the shadow to have more contrast and be able to brighten as well, making it much easier to see how good my silhouette solution works. I switched to a directional light, point light is okay but is not good for what I need, among other things like parameterization with with azimuth around the plane normal and elevation off the surface, and also some egui control of course.
Working on rendering optimizations for #EustressEngine #Bevy #wgpu
Thanks to @zeuxcg for pointers from his github!

Tame Impala via ray tracing experiments
Rust + WGSL
Note: no physics 😁
#wgpu
First 3 months working full-time on my colony sim game with the #Bevy engine: https://t.co/xjCqpENWaB
#proceduralgeneration #gamedev #indiegames #rustlang #wgpu
I never realized cylinders could be this versatile. These are all cylinders with different sector counts. I guess if you can only have one primitive mesh type in your game, it should be a cylinder. #rust #wgpu #rendering #cylinder
Printed and framed one of my earlier renderings and even signed it. Made me feel like an artist for a short while. XD #generativeart #wgpu #rust #rendering

👀 Another sneak peek at what's coming in Slint 1.12: integration with the #wgpu rust crate.
This opens the door to combining #Slint UIs with 3D scenes from engines like Bevy 🎮🖼️
Check out the example: 🔗 https://t.co/zNFBmeQogt
#RustLang #MadeWithSlint #BevyEngine

Even though I work on other projects, I enjoy revisiting fōrma every now and then to try new forms, angles, and effects. It’s still basic stuff, but I’m very happy with the direction. #rust #wgpu #rendering #generativeart

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![rustaceans_rs's tweet photo. wgpu v0.29.0 is out 🎉
• get_current_texture → CurrentSurfaceTexture enum (no more SurfaceError)
• Display handle moved to InstanceDescriptor (winit friendly)
• Optional bind group layouts →full unbinding support
• WriteOnly<[u8]>for safe mapped buffer writes
#rust #wgpu https://t.co/LMr0JoFLlw](https://pbs.twimg.com/media/HDzTQAUXgAA5jfx.jpg)















