Anyone still on the tumblrs?

Kiana Khansmith

if i look back, i am lost

祝日 / Permanent Vacation

tannertan36
occasionally subtle
Peter Solarz

Love Begins
Misplaced Lens Cap
tumblr dot com
he wasn't even looking at me and he found me

oozey mess
YOU ARE THE REASON

blake kathryn
we're not kids anymore.

@theartofmadeline
Today's Document
Jules of Nature
RMH

pixel skylines
Sweet Seals For You, Always

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@dontcode
Anyone still on the tumblrs?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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When you have a bunch of unstaged changes from yesterday and have no idea what you have done.
Anyone worked with t3 https://create.t3.gg/en/introduction Any tips on getting started properly?
epic virus fight
I added video recording when you win/lose at my grid virus game https://antoinemopa.github.io/grid/

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
I made a thing: https://antoinemopa.github.io/grid/
The things linkedin recommends me are getting wilder every week.
Total eclipse made out of shader code (GLSL)
code
I've done a lot of refactor in my SDF editor.
Every object is now stored in a tree of operations. I can decide on the operation to use to blend objects together, so now I can subtract a cube from the default duck.
The downside of this flexibility is much lower FPS. I have a few ideas for performance, but I want to build some core functionality first (Most of the UI is still missing). Note that this is in a development branch and it's not released. Claydash is available online, but it's not worth checking now lol, you can just put spheres and boxes together. Maybe once I have some proper UI it can be useful for prototyping 3D projects. But honestly, I'm not working on this project for it to be used by anyone, I just want to have fun playing with bevy and shaders. Maybe in the end it becomes something usable.
if someone irl happens to have had a tumblr blog I trust them a bit more.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Programming challenge of 2024: Plug lyrics of Planet of the Bass in my all my code reviews until my colleagues realize.
Now, my control points have tiny text labels.
The pull request: https://github.com/antoineMoPa/claydash/pull/10/files
I'm not sure I like the tendency of open source projects to use discord. It traps a lot of information away from search engines.
Update about my experimental SDF 3D modeller. I'm working on control points, which are little red dots that allow controlling a shape's properties (example: box size in x,y,z, sphere radius). Later I want to change the little red dots to be more meaningful graphics/icons with text labels.
I was debugging the wrong part of my code for literally days. Checking my vector math and rewriting it a couple of times. I tried multiple new approaches, but things still looked wrong. Then I looked at a part where I did simple stuff: copying data around to the shader.
material.control_point_positions[num_control_points as usize].x = point.position.x; material.control_point_positions[num_control_points as usize].y = point.position.y; material.control_point_positions[num_control_points as usize].x = point.position.z;
Can you spot the mistake?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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I implemented undo/redo in my experimental 3d sdf editor.
My scene data is stored in a tree data structure where I can listen to updates granularly (that's how I efficiently update the objects only when something actually changed). The tree also manages making snapshots and moving back and forth between snapshot versions. It can also be serialized to json and imported back. I think I'll eventually publish a crate just for this tree, once it's more feature-stable.
I'm building a SDF (signed distance field) 3d modeller in rust with bevy. Lot's of UIs and features to build, but I'm happy of what I've done so far:
moving
scaling
rotating
saving/loading scenes
plus a lot of work under the hood: shaders, data structures, etc.