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I made a little introduction video to building declarative #Linux GUIs with @nim_lang and owlkettle.

Video: youtu.be/O44x_la1o_M
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Can Lehmann retweeted
Nim on the big screen!
If you are curious about it, the video is well done and right to the point (even though it left a few features out: i.e. effect system, concepts, etc.)

youtube.com/watch?v=WHyOHQ…

#programming #gamedev #code #metaprogramming #python #javascript #language
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I wrote a simple quadtree based signed distance field renderer in @nim_lang today. It uses interval arithmetic to identify tiles completely outside or inside the shape early and stop recursing.
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Replying to @lehmann_can
@nim_lang The signed distance field is specified as an expression which is then flattened into a simple register based intermediate representation.
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Can Lehmann retweeted
(credit: @Twisol)
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My NimConf 2022 talk about exprgrad, a differentiable array programming language for #MachineLearning applications starts in 5 minutes! youtube.com/watch?v=YXD8ZO…

#compiler #nim #programming
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Can Lehmann retweeted
Tomorrow at this time (17:00 PM UTC) I'll be talking about #NimForUE at the @nim_lang conf. Session is prerecorded but I will be in the chat in case you want to ask any question :)
RT appreciated!

#UnrealEngine #UE5 #IndieDev #GameDev #MadeWithUnreal
youtube.com/watch?v=0b3ixa…
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Can Lehmann retweeted
NimConf is starting in one hour!!
NimConf 2022

Tomorrow, Saturday October 22nd, from 10:00 UTC.

More details: nim-lang.org/nimconf2022/
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Can Lehmann retweeted
Me and @GranstromHugo will be presenting tomorrow at 15 CET the latest changes (interactivity and others) in Nimib! 👑🐳
NimConf 2022

Tomorrow, Saturday October 22nd, from 10:00 UTC.

More details: nim-lang.org/nimconf2022/
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Can Lehmann retweeted
NimConf 2022

Tomorrow, Saturday October 22nd, from 10:00 UTC.

More details: nim-lang.org/nimconf2022/
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Tiling is also useful when drawing textures or tile maps.
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I added grids to my #pixelart editor. They are quite useful when drawing and editing tile maps.
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Can Lehmann retweeted
I can't believe I've never implemented (or seen) this feature before 😳

🎇 Shader Refactoring Mode 🎇

Captures a reference image + GPU timings, then highlights visual and perf diffs upon shader changes.

No more "😭 I accidentally broke something 2h ago" when refactoring 🥳
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NimConf talk is coming along nicely so far. I hope to finish the script today, so I can start recording tomorrow.
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Can Lehmann retweeted
New devlog video about how I implemented shadows into my game engine: youtu.be/uueB2kVvbHo
#gamedev #devlog
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"New Project" and "Edit Layer" dialogs
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I started writing a #pixelart editor in @nim_lang and owlkettle. This is one of those projects that I wanted to do for a long time, but always lost interest in quickly. Let's hope that does not happen this time...
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I spent the evening making a water animation using @ianthehenry's SDF editor bauble.studio. It uses domain repetition the create an infinite water surface and a bit of math to compute the waves and shading. (1/n)
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Replying to @lehmann_can
To ensure that the distance field is as continuous as possible, each sphere also renders its neighbors to prevent the artifacts seen below. This also allows me to use a smooth union operation to fuse neighboring spheres. (3/n)
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Replying to @lehmann_can
The janet code for this demo can be found here: gist.github.com/can-lehmann/b1… (4/n)
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