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working with the garage door open!
been hacking together a graphical frontend for the vis text editor, and it can now do some basic text editing! i did the rendering (ogl1.1) and text rasterization (anti-aliased shape fill & hardcoded font) myself. (didn't realize OBS also captures my audio... enjoy some of montreal.) #programming
November 17, 2025 at 7:09 AM
wrote a system that converts a number to a set of ratios and plays them as tones relative to A=440. it's a nice way to intuitively represent the 'simplicity' of a number! (sound on for video (「•-•)「 )
November 3, 2025 at 5:38 PM
pruning #gamedev
September 7, 2025 at 6:08 AM
communicating with a rust program using the networking features in the game's scripting language. rust generates a save file (also we have a real save file format now!) and serves it over localhost, and a user program in the game requests and loads it in a loop. #gamedev
September 1, 2025 at 11:49 AM
'traditional polys' vs new rendering technique that involves doing raycasting & shading on the CPU and rendering 'splats', quads on GPU. rays work great with simple shapes (i.e. voxels), and doing lighting CPU-side could allow for more interesting lighting effects. also, it looks cool #gamedev
August 26, 2025 at 8:34 PM
javascript is a great game engine, actually
July 25, 2025 at 11:18 PM
here's a video version of the GIF above that doesn't seem to want to cooperate (curse you ffmpeg!!) #coding
June 30, 2025 at 4:18 AM
Wrote a custom cross-platform GPU API for my game's engine, so now it can directly speak both Metal and Vulkan through the same rendering code. The new API is designed to be super low-overhead: it doesn't allocate memory or do any hidden work. Here's a (slightly boring...) demo! #gamedev #techart
June 26, 2025 at 8:50 AM