Paavo Huhtala
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paavo.me
Paavo Huhtala
@paavo.me
Professional and hobbyist programmer, player of games. Frustration motivates me. See https://blog.paavo.me/ for my personal blog.
But it's also ultimately much simpler than the traditional approach to rendering, at least so far: my entire scene is rendered by a single CPU-side draw call, bindless textures are so much nicer to use, LOD could be handled entirely by the compute shader etc.
June 29, 2025 at 8:49 PM
The main benefit was performance. While release mode was fine, in debug mode (which I want to use to get wgpu validations) my little test scene was struggling to reach 60 FPS on my very powerful PC. Now it sits comfortably at locked 240 FPS, and release builds run at about 1000 FPS.
June 29, 2025 at 8:49 PM
WESL advertises wgsl-analyzer as the official language server (or at least as a potential solution), but it doesn't actually support WESL from what I can tell? github.com/wgsl-analyze...
June 19, 2025 at 9:01 AM
wgsl-analyzer provides autocompletion & syntax highlighting for VS Code, but doesn't support the same import syntax as naga_oil (even though it has some Bevy-specific features [which will be removed because of WESL migration?])

So I have to live with non-actionable errors in my IDE.
June 19, 2025 at 9:01 AM
I integrated #bevy 's naga_oil to support shader imports. I had to use the version from git because the latest published release uses wgpu 24 (latest is 25). A new version will be released in sync with Bevy, but apparently naga_oil will also be deprecated and replaced with wesl-rs at some point?
June 19, 2025 at 9:01 AM
I started this in December and resurrected it a few days ago by updating my dependencies, which took about an hour because of breaking changes in winit and wgpu. Good that these libraries are actively developed, but I imagine building anything bigger on top of these can be somewhat painful.
June 19, 2025 at 9:01 AM
Thanks for the share! YouTube decided to recommend your dithering video yesterday, and I watched it. Excellent work on that 👍
June 13, 2025 at 8:29 AM
Ah yes, the joy of cover dates. Didn't realize they could be off by so much.
June 9, 2025 at 5:07 PM
If I had more time, I would have written a shorter article 😄
June 8, 2025 at 6:33 AM
I had assumed that triggering a script after an AI package finishes was only introduced in Fallout 3+, but apparently that's when they just added it to the editor UI. The scripting language already supported it in Oblivion.
June 7, 2025 at 8:41 PM
Great catch! I had a look at this, and it is indeed powered by quest-specific scripting. When Glarthir's quest-related travel packages finish (= he reaches the victim), the script checks if the player can see Glarthir. If not, the victim NPCs are scripted to die.
June 7, 2025 at 8:35 PM