Geolm
@geolm.bsky.social
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
thank you for the feedback :)
November 11, 2025 at 9:54 PM
thank you for the feedback :)
Yes brute may work, but actually I'm trying to achieve good performances and use the "right" amount of sdf shapes. My test involved a bit, now I'm using capsule (blue)+box (green, for the sharp endpoints) and biarc (red). Still to handle the worst case (all control points colinear though)
November 3, 2025 at 8:01 PM
Yes brute may work, but actually I'm trying to achieve good performances and use the "right" amount of sdf shapes. My test involved a bit, now I'm using capsule (blue)+box (green, for the sharp endpoints) and biarc (red). Still to handle the worst case (all control points colinear though)
bsky only used the first image of my apng so let's use gif like it's 1998
November 3, 2025 at 4:31 PM
bsky only used the first image of my apng so let's use gif like it's 1998
it's "only" cats, imagine kids around waiting for you to entertain them all day :'(
October 24, 2025 at 9:56 AM
it's "only" cats, imagine kids around waiting for you to entertain them all day :'(
By the way, the images only contain circles. Circles of the same color blend together using smoothmin. Each “splat” has its own alpha value and blends with what’s underneath.
October 22, 2025 at 2:55 PM
By the way, the images only contain circles. Circles of the same color blend together using smoothmin. Each “splat” has its own alpha value and blends with what’s underneath.
yes, good catch! I've updated the readme with a new section for integration. Hope it clarifies the interface a bit. Don't hesitate to poke me if you have any questions.
October 15, 2025 at 11:18 AM
yes, good catch! I've updated the readme with a new section for integration. Hope it clarifies the interface a bit. Don't hesitate to poke me if you have any questions.
wow nice! that was fast :) It looks like I need to clarify the font alignment on the y-axis, it's probably a bug on my side. I'll have a look at the problem this evening. Thank you for the feedback
October 15, 2025 at 9:57 AM
wow nice! that was fast :) It looks like I need to clarify the font alignment on the y-axis, it's probably a bug on my side. I'll have a look at the problem this evening. Thank you for the feedback
yes, you can provide a function that does nothing for the cliprect, it's optional.
October 15, 2025 at 9:53 AM
yes, you can provide a function that does nothing for the cliprect, it's optional.
you just need to plug the renderer callbacks and update the mouse input :) I will write a doc on callbacks soon to help integration.
October 15, 2025 at 9:40 AM
you just need to plug the renderer callbacks and update the mouse input :) I will write a doc on callbacks soon to help integration.
still most AAA engine use a gbuffer...
August 14, 2025 at 7:06 PM
still most AAA engine use a gbuffer...
thanks for sharing, it's a bit scary TBH and I'm definitely guilty of checking my emails before the day "starts"
June 19, 2025 at 1:27 PM
thanks for sharing, it's a bit scary TBH and I'm definitely guilty of checking my emails before the day "starts"
I do agree, it's too late, people already moved to webGPU or SDL3 or any simpler API available (that's easy to find). I hope universities move to another API as well because Vulkan can discourage a lot of people from learning 3d programming.
May 21, 2025 at 11:57 AM
I do agree, it's too late, people already moved to webGPU or SDL3 or any simpler API available (that's easy to find). I hope universities move to another API as well because Vulkan can discourage a lot of people from learning 3d programming.
indirect draw are supported in webGPU, just sayin' ;) joke aside, I do understand the amount of work to support this feature, it's not even standardized (metal indirect draw call are not alike d3d ones). Thank you for you dedication at improving sokol_graphics :)
January 30, 2025 at 7:42 PM
indirect draw are supported in webGPU, just sayin' ;) joke aside, I do understand the amount of work to support this feature, it's not even standardized (metal indirect draw call are not alike d3d ones). Thank you for you dedication at improving sokol_graphics :)
great news! can't wait to switch my metal-only app to sokol once compute shader are supported :) any plan for indirect draw/compute though?
January 30, 2025 at 12:54 PM
great news! can't wait to switch my metal-only app to sokol once compute shader are supported :) any plan for indirect draw/compute though?
Definitely an issue in France, one of the reason I moved to Canada. I was tired of being less paid than some of my-coworkers while doing the same job because of a diploma. I would advice you to go back to university if you stay in France.
November 21, 2024 at 3:57 PM
Definitely an issue in France, one of the reason I moved to Canada. I was tired of being less paid than some of my-coworkers while doing the same job because of a diploma. I would advice you to go back to university if you stay in France.