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#renderer — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #renderer, aggregated by home.social.

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  1. 🎉 Oh, joy! Another #ASCII #video #renderer because the world desperately needed one more way to turn moving pictures into a jumble of @'s and #'s. 🚀 Enjoy real-time, low-latency frame drops at a whopping 30 FPS, as you marvel at how modern technology can make video practically unwatchable, one #pixelated character at a time. 🙈
    github.com/YusufB5/ASCILINE #Art #ASCII #Low #Latency #Tech #Humor #Characters #HackerNews #ngated

  2. 🎉 Oh, joy! Another #ASCII #video #renderer because the world desperately needed one more way to turn moving pictures into a jumble of @'s and #'s. 🚀 Enjoy real-time, low-latency frame drops at a whopping 30 FPS, as you marvel at how modern technology can make video practically unwatchable, one #pixelated character at a time. 🙈
    github.com/YusufB5/ASCILINE #Art #ASCII #Low #Latency #Tech #Humor #Characters #HackerNews #ngated

  3. 🚀 Oh look, another Rust-based #LaTeX #renderer claiming to be #the KaTeX's long-lost twin. 🎨 Who wouldn't want to unleash their inner mathematician by parsing LaTeX in pure #Rust just to achieve the exact same thing we already have? 🙄 Congratulations, you've reinvented the #wheel with more pixels! 🏆
    ratex.lites.dev/ #KaTeX #Reinventing #Mathematical #Arts #HackerNews #ngated

  4. 🚀 Oh look, another Rust-based #LaTeX #renderer claiming to be #the KaTeX's long-lost twin. 🎨 Who wouldn't want to unleash their inner mathematician by parsing LaTeX in pure #Rust just to achieve the exact same thing we already have? 🙄 Congratulations, you've reinvented the #wheel with more pixels! 🏆
    ratex.lites.dev/ #KaTeX #Reinventing #Mathematical #Arts #HackerNews #ngated

  5. Un outil pour rendre des templates Ractive depuis le serveur. C'est intéressant ... Mais on ne peut pas pour autant prendre un fichier HTML Ractive complet et le transporter tel quel côté serveur. Dommage ... github.com/MartinKolarik/racti #javascript #plugin #nodejs #renderer #template

  6. Un outil pour rendre des templates Ractive depuis le serveur. C'est intéressant ... Mais on ne peut pas pour autant prendre un fichier HTML Ractive complet et le transporter tel quel côté serveur. Dommage ... github.com/MartinKolarik/racti #javascript #plugin #nodejs #renderer #template

  7. J'ai déja dit ma passion pour l'over-engineering. Ici, c'est un renderer d'image en ascii qui va beaucoup trop loin (et qui nous apprend des tonnes de choses) alexharri.com/blog/ascii-rende #asciiart #renderer #article #tutorial #optimisation

  8. J'ai déja dit ma passion pour l'over-engineering. Ici, c'est un renderer d'image en ascii qui va beaucoup trop loin (et qui nous apprend des tonnes de choses) alexharri.com/blog/ascii-rende #asciiart #renderer #article #tutorial #optimisation

  9. Une utilisation astucieuse de CSS pour vous donner l'impression d'être ivre. Je ne comprends pas trop l'intérêt de l'insertion des caractères, mais le texte de biais qui coule, ça, oui, ça me parle shkspr.mobi/blog/2025/09/drunk #css #astuce #renderer #web #alcool #simulation

  10. Une utilisation astucieuse de CSS pour vous donner l'impression d'être ivre. Je ne comprends pas trop l'intérêt de l'insertion des caractères, mais le texte de biais qui coule, ça, oui, ça me parle shkspr.mobi/blog/2025/09/drunk #css #astuce #renderer #web #alcool #simulation

  11. Now you can create your own game UI or world textures with Ratatui! 🐀

    🧊 **soft_ratatui** — Pure software renderer.

    🚀 Perfect for embedding TUI widgets anywhere.

    🦀 No terminal or GPU needed, just Rust!

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

  12. Now you can create your own game UI or world textures with Ratatui! 🐀

    🧊 **soft_ratatui** — Pure software renderer.

    🚀 Perfect for embedding TUI widgets anywhere.

    🦀 No terminal or GPU needed, just Rust!

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

    #rustlang #ratatui #tui #gamedev #egui #bevy #renderer #terminal

  13. One of pages I've made for demo, which will never be made. I've lost all files and source codes. I only have a few renders left.

    3D models were made in early version of Sculptris, then put into my renderer to make it look like natural media. All was generated procedurally (paper, stains, graphite shading, handwriting notes).

    #Sculptris #sculpture #3d #cg #render #renderer #blackmagicfusion #procart #mastoart #procedural #compositing

  14. Today I am taking another in depth look at the assimp library. I recently changed my #vulkan #renderer from storing entire vertices in a single vertex buffer (array of structrures) to using one vertexbuffer per attribute (structure of arrays). Thus loading scenes/meshes needs some adjustments. #gamedev #gameengine

  15. Today I am taking another in depth look at the assimp library. I recently changed my from storing entire vertices in a single vertex buffer (array of structrures) to using one vertexbuffer per attribute (structure of arrays). Thus loading scenes/meshes needs some adjustments.

  16. Renderer (kind of) I've made it in Fusion 7 (Blackmagic). Model was done in Blender, exported and rendered in Fusion. Paper, pencil drawing, procedural handwriting and other things was created with Fusion compositing / image tools.

    #blender #b3d #blender3d #blackmagicfusion #compositing #renderer #procedural

  17. Ratatui started as a terminal UI library... but now it's something else.

    🐁 Meet "**soft_ratatui**" — A pure software renderer backend

    🌐 No terminal or GPU required. TUI everywhere.

    🦀 All powered by Rust!

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

  18. Ratatui started as a terminal UI library... but now it's something else.

    🐁 Meet "**soft_ratatui**" — A pure software renderer backend

    🌐 No terminal or GPU required. TUI everywhere.

    🦀 All powered by Rust!

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

    #rustlang #ratatui #tui #backend #renderer #wasm #gamedev #egui #terminal

  19. Want to integrate custom #3D renderers with Qt? This KDAB Training Day (8 May) course covers Qt’s #graphics stack, Vulkan-based renderers, and KDGpu for easier #Vulkan handling. Work with modern rendering APIs in Qt 6. Early bird tickets: training.kdab.com/ktd25/ #QtDev #Renderer

  20. Want to integrate custom renderers with Qt? This KDAB Training Day (8 May) course covers Qt’s stack, Vulkan-based renderers, and KDGpu for easier handling. Work with modern rendering APIs in Qt 6. Early bird tickets: training.kdab.com/ktd25/

  21. Undefined terrain (2010)

    Early research sketches for an experimental, mapping/GIS-inspired UI prototype. The idea was to place different content pieces on an initially empty flat surface and then use traffic/access patterns to erode the space around each item, slowly forming a 2.5D terrain of valleys/canyons visualizing/revealing navigational usage patterns and creating a vast navigable space. My initial prototype (shown here) was for the terrain to be constructed from a pre-rendered set of isometric tiles with pre-baked ambient occlusion shadow maps (for which I wrote a custom AO renderer in Java). The thousands of tiles were loaded as a single PNG sprite sheet for in-browser canvas drawing (this was before WebGL)... Terrain erosion simulation was done dynamically via my toxiclibs simutils library (which I partially ported to JavaScript)...

    (Later on I built a cloud-based tool to create better simulations, use #Sunflow with custom extensions to pre-render daily super high-resolution maps, slice results into thousands of map tiles/zoom levels and then use Google Maps API with a custom map layer to create the UI. Sadly the entire project was cancelled just before launch...

    #Vintage #UI #Prototype #Mapping #Isometric #AmbientOcclusion #Renderer

  22. Undefined terrain (2010)

    Early research sketches for an experimental, mapping/GIS-inspired UI prototype. The idea was to place different content pieces on an initially empty flat surface and then use traffic/access patterns to erode the space around each item, slowly forming a 2.5D terrain of valleys/canyons visualizing/revealing navigational usage patterns and creating a vast navigable space. My initial prototype (shown here) was for the terrain to be constructed from a pre-rendered set of isometric tiles with pre-baked ambient occlusion shadow maps (for which I wrote a custom AO renderer in Java). The thousands of tiles were loaded as a single PNG sprite sheet for in-browser canvas drawing (this was before WebGL)... Terrain erosion simulation was done dynamically via my toxiclibs simutils library (which I partially ported to JavaScript)...

    (Later on I built a cloud-based tool to create better simulations, use #Sunflow with custom extensions to pre-render daily super high-resolution maps, slice results into thousands of map tiles/zoom levels and then use Google Maps API with a custom map layer to create the UI. Sadly the entire project was cancelled just before launch...

    #Vintage #UI #Prototype #Mapping #Isometric #AmbientOcclusion #Renderer

  23. You can now buy our Avoyd voxel editor and renderer tool directly from our independent store:
    enkisoftware.com/products

    We use Paddle for payments. We've also reworked the page to clarify the differences between the FREE and PAID options. All feedback is welcome

    #Avoyd #Voxel #VoxelEditor #Renderer #IndieDev #IndieGameDev #VoxelGameDev #3D #Software #Tool

  24. You can now buy our Avoyd voxel editor and renderer tool directly from our independent store:
    enkisoftware.com/products

    We use Paddle for payments. We've also reworked the page to clarify the differences between the FREE and PAID options. All feedback is welcome

    #Avoyd #Voxel #VoxelEditor #Renderer #IndieDev #IndieGameDev #VoxelGameDev #3D #Software #Tool

  25. A few days ago I noticed someone posting about their system with 2x256 Thread CPUs, & this reminded me I needed to update Avoyd to support >256 threads.

    The change here was to remove the hardcoded limit in the in-built profiler, a modified version of MicroProfile github.com/dougbinks/microprof by @morfar

    Avoyd ships with the profiler because in addition to preferring to ship what we test, the profiler markers are used as part of our crash report.

    #Avoyd #Voxel #VoxelEditor #Renderer #Parallel

  26. A few days ago I noticed someone posting about their system with 2x256 Thread CPUs, & this reminded me I needed to update Avoyd to support >256 threads.

    The change here was to remove the hardcoded limit in the in-built profiler, a modified version of MicroProfile github.com/dougbinks/microprof by @morfar

    Avoyd ships with the profiler because in addition to preferring to ship what we test, the profiler markers are used as part of our crash report.

    #Avoyd #Voxel #VoxelEditor #Renderer #Parallel

  27. Learn to integrate custom 3D renderers with Qt at the KDAB Training Day (8 May). This course explores Qt's #graphics stack, shows how to work with Vulkan-based renderers, introduces KDGpu for easier #Vulkan handling, and more. Early bird tickets available on training.kdab.com/ktd25/ #QtDev #3D #Renderer

  28. Learn to integrate custom 3D renderers with Qt at the KDAB Training Day (8 May). This course explores Qt's stack, shows how to work with Vulkan-based renderers, introduces KDGpu for easier handling, and more. Early bird tickets available on training.kdab.com/ktd25/

  29. Work on renderer grant from Foundation is progressing, with both forward and deferred having most features finished now. Optimization and support is coming next.

  30. Work on #Vulkan renderer grant from #NLnet Foundation is progressing, with both forward and deferred #renderer having most features finished now. Optimization and #vr support is coming next. #opensource #foss

  31. It's Creator Day on itch.io today!

    Buy #Avoyd voxel editor and renderer and try out the beta to path trace your largest heightmaps and Minecraft worlds

    enkisoftware.itch.io/avoyd

    #VoxelEditor #Renderer #IndieDev #GameDev #itch_io #CreatorDay #Minecraft #VoxelArt #Render

  32. It's Creator Day on itch.io today!

    Buy #Avoyd voxel editor and renderer and try out the beta to path trace your largest heightmaps and Minecraft worlds

    enkisoftware.itch.io/avoyd

    #VoxelEditor #Renderer #IndieDev #GameDev #itch_io #CreatorDay #Minecraft #VoxelArt #Render

  33. Working on a table layout for Materials in #Avoyd It should enable sorting. Also showing the Minecraft biomes in the screenshot.

    When we import a Minecraft map into Avoyd, each Minecraft block is converted to a voxel with a single material assigned.

    #VoxelEditor #Renderer #Minecraft #Voxel #IndieDev

  34. Working on a table layout for Materials in #Avoyd It should enable sorting. Also showing the Minecraft biomes in the screenshot.

    When we import a Minecraft map into Avoyd, each Minecraft block is converted to a voxel with a single material assigned.

    #VoxelEditor #Renderer #Minecraft #Voxel #IndieDev

  35. Me pushing the amazing WordPress Playground project at IONOS Technical Talks in Cologne :

    youtube.com/watch?v=8QB4O__i2c

    (it's german speech, please enable subtitles for your language in YouTube 🤷‍♂️)

    I demo the JSON Schema Form Renderer we've hacked together at cloudFest Hackathon 2024 in Rust.

    Kudos to @adamzielin and all other Playground contributors ❤️

  36. A video worth watching showing me really motivated to get everybody excited about JSON Schema Forms 😅

    youtu.be/8QB4O__i2cY?list=PLN2

    I gave this talk in german but you can enable automatic translated YouTube sub titles :-)

  37. Who says you can't view images in the terminal? With this TUI, you can! 🔥

    ➡️ md-tui: Markdown renderer in the terminal.

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/henriklovhaug/md-tui

  38. Who says you can't view images in the terminal? With this TUI, you can! 🔥

    ➡️ md-tui: Markdown renderer in the terminal.

    🦀 Written in Rust & built with @ratatui_rs

    ⭐ GitHub: github.com/henriklovhaug/md-tu

    #rustlang #ratatui #markdown #renderer #terminal #commandline

  39. In the 2000s, I used to give lectures in working with 3ds Max and the V-Ray renderer. My students were mostly architectural visualizers.

    Here I'm giving a 3ds Max + V-Ray workshop at the Dutch EUE 3D event, in a cool old bunker. 🙂

    #3D #3dsMax #VRay #renderer #rendering #3DRender #3DRendering #lecture #education

  40. In the 2000s, I used to give lectures in working with 3ds Max and the V-Ray renderer. My students were mostly architectural visualizers.

    Here I'm giving a 3ds Max + V-Ray workshop at the Dutch EUE 3D event, in a cool old bunker. 🙂

    #3D #3dsMax #VRay #renderer #rendering #3DRender #3DRendering #lecture #education

  41. I noticed that the sprite positioning of my custom #raycasting #renderer was not working correct (see first video). The sprites were slightly moving when the camera was moving and the angle changed.
    Fortunately, I was able to fix this, but it caused be some headache and vector geometry functions to fix this.
    #gamedev #retro3d

  42. I noticed that the sprite positioning of my custom #raycasting #renderer was not working correct (see first video). The sprites were slightly moving when the camera was moving and the angle changed.
    Fortunately, I was able to fix this, but it caused be some headache and vector geometry functions to fix this.
    #gamedev #retro3d

  43. Guten Morgen!

    Hier jemand, der es geschafft hat, einem #Mediaplayer / #Netzwerkspieler / einer TV-Box aus der Generation vor 7 bis 10 Jahren aus der iconBit-Verwandschaft #Renderer-Funktion (#DMR) zu geben, wenn der Player sie von Haus aus nicht mitgebracht hat? (Ich will das Dingens via Netz in #foobar2000 "sehen" ...)

    Tipps?