Flo
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pikzen.bsky.social
Flo
@pikzen.bsky.social
Lead Android dev working on making public transportation better. Local Gradle wrangler. Maybe shit posting, maybe posting serious things. 🇨🇵
Does Gradle ever have any intention to make develocity's pricing anything but "contact us"? Not only is it screaming "you really don't want to know the price", it's also yelling "we don't want you unless we can sell a hundred seats at least"
December 16, 2025 at 8:20 PM
Well, thankfully the initial intent was a somewhat indecent and non-affordable PC, previous one was still stuck in AM3 land.

Just a bit scary for what the future hols in store, especially with Micron dropping Crucial and others focusing on AI
December 10, 2025 at 2:58 PM
I had a deal during black friday that took 300€ off a 5080

thankfully ddr5 got 300€ more expensive to make up for it
December 10, 2025 at 2:55 PM
The children yearn for AsyncTask<Void>
December 8, 2025 at 3:55 PM
Nerd sniped by a random GPU Gems chapter huh
November 30, 2025 at 11:17 PM
Ah, cool, it's not just drawing operations, it encodes some state and logic too. Excited to follow what you do with it!
November 30, 2025 at 7:53 PM
Okay, that's super cool stuff! Definitely looks solid. Remote views becoming remote remote views is a piece of wizardry that I'm not sure if it impresses me or scares me. Probably quite a chatty network protocol if you were to do it on an actual server-client, I assume?
November 30, 2025 at 7:47 PM
This pretty much looks like remote X11. Wonder what's the primary usecase you have in mind for it? X11 forwarding really quickly becomes limited as soon as there's anything animated for example, or some canvas operations. "Simple" hydration wouldn't be enough?
November 30, 2025 at 7:28 PM
In addition to the book of shaders: have a look at Shadertoy to test things out, The Art of Code has great starter videos, @iquilezles.bsky.social is a wizard that will teach you a ton about math and drawing shapes. iquilezles.org/articles/dis... & iquilezles.org/articles/dis...
Inigo Quilez :: computer graphics, mathematics, shaders, fractals, demoscene and more
Tutorials and articles of Inigo Quilez on computer graphics, fractals, demoscene, shaders and more.
iquilezles.org
November 25, 2025 at 7:01 PM
Those LinkedIn slop posts aren't going to write themselves.

Wait, yes they are oh nononononono
November 24, 2025 at 6:09 PM
Ore-defined is just the name of every starter base in factorio and satisfactory that's fine
November 23, 2025 at 2:00 PM
Canonically the only reasonable solution and rpmbros should be made to compile the package themselves and be made to feel like they're on gentoo
November 23, 2025 at 1:32 PM
To add to that: tbh text is AWFUL to render faultlore.com/blah/text-ha...

I'd be curious to see if there would be large differences in perf using something like sluglibrary.com, and offloading more work to the GPU. Does Compose use texture atlases to render text?
Slug Font Rendering Library
sluglibrary.com
November 23, 2025 at 12:25 PM
We do, but rarely to the granularity that gamedev has you do it. Lights have a 6ms budget, vertex skinning 1ms, etc, etc.

Also, this is still a platform that does (too much) work on the UI thread, we're affected by a lot of things outside of our control.
November 23, 2025 at 11:11 AM
The only ones that matter.

Who needs matchmaking when you have WON and can spend 4 hours on fy_iceworld?
November 23, 2025 at 11:09 AM
Could it be reached on a UI system like Compose with similar abilities? With the same constraints, yeah. But setting tech constraints like "can't have more than two layers of transparency/sampled textures" for general app dev just gets you open issues and complaints that "it's not good enough"
November 23, 2025 at 11:02 AM
Yeah, Hypehype gets some impressively good looking results. But there's also different goals and targets: we generally speaking don't target a performance budget (aside from the very general 16ms), there's lots of alloc/dealloc and no arenas to improve the performance, instancing isn't done, etc.
November 23, 2025 at 11:00 AM
I believe Unreal's Substrate is approaching that too ? (advances.realtimerendering.com/s2023/2023%2...) (PDF)

Takes into account medium, interfaces and microfacettes, layering, and goes all the way to path tracing compatibility. If not a perfect mathematical model, at least a damn good approximate
advances.realtimerendering.com
November 22, 2025 at 8:57 AM
>devex would be much better
>rust

Pick one. Plenty of kotlin enthusiasts, and none of them will be happy about writing turbo fish vomit
November 14, 2025 at 6:59 PM
As always with fp math: here be dragons.

Other fun property of NaN: it spreads. Very fun if you're doing math on a large array and sampling neighbours. Ask anyone doing shaders how fun NaN propagation is to debug:D
November 11, 2025 at 9:16 PM
Other "fun" fact about floating point numbers: their density goes down as the numbers goes higher. You're much more likely to not have inaccuracies doing, say, 0.672+0.867 rather than 12345.1 + 12345.2. you get ~800k numbers available between each power of two.
November 11, 2025 at 9:12 PM
Hell, even just being able to use an arena or a custom allocator for memory allocation would be good.
November 4, 2025 at 8:50 AM