Thank you! :)
Posts by Xenoprimate
A screenshot of some C# code implementing cubic bezier interpolation
Next version of tinyffr.dev will have camera controllers; and for those I needed interpolation algorithms.
Thus... Here's a C# cubic bezier implementation I just finished up! Proud of this one ๐
#gamedev #enginedev #csharp #dotnet
<? I agree! ?>
How.Dare.You();
Greatly appreciate your thoughts; thank you!
Thanks for the thorough answer! Regarding resource loading, what would simpler look like?
If you have the time and inclination, I'd love to know whether you think tinyffr.dev could work for you (and/or why not).
Either way, no pressure, I appreciate your thoughts so far!
Out of curiosity, what would your ideal 3D "engine" look like in comparison? What would less handhold-y look like? I'm asking as I'm a dev of a 3D rendering library; just curious to know what your ideal engine would be ๐
I hit it all the time getting it to do fairly technical-but-menial stuff (e.g. generating tests for my linear algebra classes); I'm using Opus with extra thinking though-- is that a point of difference?
I do try and avoid wasting tokens too (i.e. giving it file paths so it doesn't use grep etc)
I'm so fucking tired of hearing "it's our heritage!!!" as though it answers anything at all
A picture of a husky. Very floof. Much wow.
My Husky says "Dad, why are you still trying to make those stupid cubes render in different ways? Don't you know it's walkies time???"
Really cool idea!
Not stack-restricted; heap allocations are used but memory is pooled (retained) until the whole factory is disposed-- either in managed pools (e.g. ArrayPool<>) or in native alloc.
If users end up boxing the given structs that's fine and up to them, but the lib design allows for fully GC-less use.
This is great, thank you! I'll take a look later this evening :).
Also thanks for the tip regarding structs; I'm coming from C# thankfully and I've gone to great lengths to never box anything throughout the entire lib. The whole design is zero-GC.
Yes, sorry. Been solo working on the project for a few years and not super hygienic with the branch structure.
If you check out the latest tagged release (`v0.7.0`) everything should work.
Well I'm not sure what criteria the projects you're interested in might have; but I work on github.com/Egodystonic/... in my spare time ๐
Review as in code review?
Yes but we can't have the plebs' lives improved; you see, us hard-working types know the value of hard work!
Now excuse me while I sell more nebulous consultancy contracts via my father's company to my Bullingdon-club pals on taxpayer money.
A developer wearing headphones while listening to a podcast and coding. text reads: From Zero to 3D: Ben Bowen on TinyFFR's Rapid .NET Rendering
Ever wish you could skip the engine bloat and just render the thing?
TinyFFR gives .NET devs a fast path from blank project to realโtime 3D โ with documentation thatโs genuinely delightful.
Ben Bowen tells the story behind it: buff.ly/3tBFlwa
Ah sure, I was specifically referring to fixed-size buffers annotated with the `[InlineArray]` attribute in this case; may be a little niche but I still feel like it's a missed opportunity to not be able to instantiate these, well, uh, inline ๐ .
Agreed. I'm just tired of collection syntax sugars, a lot of them feel half-baked. Inline-arrays still can't be initialized with `[1, 2, 3, 4]` even though that feels like it should work.
Maybe it's my industry but I don't need to manually work with collections that much in the first place.
๐ฃ๐ผ๐๐ ๐ญ New episode: Ben Bowen on TinyFFRโfrom zero to 3D rendering in .NET ๐ฏ
TinyFFR is a cross-platform library for .NET allowing developers to render 3D models. It fills a gap in the games development tools market: between 3D modelling and full game engines๐งต
Congrats. :) I know how hard this is as I just finished doing the same in my library (glTF/GLB support via assimp + skeletal vertex skinning support).
Good luck!
Finally released v0.7 of TinyFFR (my 3D realtime rendering library for C#/.NET).
This version adds in support for Vulkan, better Linux integration w/ Wayland, skeletal animation node transform tracking, gltf/glb support, and more!
Check it out at tinyffr.dev
#csharp #dotnet #gamedev #enginedev
I've been lamenting the lack of a good .NET community or forum too. I have very similar issues to you with reddit; it's just not a place for serious conversation.
I'd love some sort of .NET forum.
You can make a value type with explicit field layouts; this is specifically referring to the default behaviour of ValueTuple (e.g. `var x = (a, b, c);`).
Understandable! I am a C# dev on Linux myself; I definitely think it's a great language and really good ecosystem.
I feel about Rust the way you feel about C# myself-- admirer from the distance. ๐
Sorry to upset you further but C# has had operator overloading since v1! It added support for overloading the compound-assignment operator in v14.
My condolences ๐
I feel like hating regions is like hating goto-- it's something a lot of SEs repeat as an unquestioned wisdom but I agree with you; I think regions have their place.
Despite being fairly skeptical regarding AI, I tried today to use Claude Code to implement a fairly simple feature in my .NET rendering library.
The results were... Better than I expected, but much worse than I'd need it to be for this to be the main way I author code.
#csharp #dotnet #claude