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Posts by Stuart Carnie

That could be a nice win if 2D batching can be used. Separate textures prevent that, but if you are rendering multiple sprites from the same texture, 2D batching can often be used by the engine.

3 months ago 1 0 1 0

Even Protobuf in Go was pretty painful. It is much better in Rust.

I've not looked at the APIs for Capn' Proto and Flatbuffers in Rust, but definitely curious

3 months ago 1 0 0 0
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4 of N #flowerfridayfamily

3 months ago 5 0 0 0
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3 of N #flowerfridayfamily

3 months ago 3 0 0 0
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2 of N #flowerfridayfamily

3 months ago 2 0 0 0
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Oh boy, it is summer and we have a lot of flowers #flowerfridayfamily

3 months ago 2 0 0 0
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More flowers from the garden #flowerfridayfamily @jennycarnie.bsky.social

6 months ago 2 0 0 0
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#flowerfridayfamily

6 months ago 2 0 0 0
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SDF in Metal: Adding the Liquid to the Glass In the past I covered how to create a “simple” refractive glass effect using Metal shaders, as well as how to apply interesting overlay…

Great article on SDFs medium.com/@victorbaro/...

7 months ago 3 0 0 0

Writing a Metal 4 driver for @godotengine.org, and Xcode 26 RC doesn't support profiling Metal 4. Bring on Xcode 26.1!

7 months ago 9 0 0 0
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Ouch…

8 months ago 1 0 0 0
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Metal: Use image atomic operations on supported Apple hardware by stuartcarnie · Pull Request #108028 · godotengine/godot Metal is capable of atomic image operations on supported hardware, so this PR enables it at runtime when the support is available. 🗒️ Changes Added image atomics feature to RenderingDevice 🚀 Chang...

Nice bump in fog volume performance for Apple GPUs github.com/godotengine/...

9 months ago 10 1 2 0

Very cool!

10 months ago 1 0 0 0
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Protea #flowerfridayfamily

Tasmania, Australia

10 months ago 9 1 0 0

Looks amazing!

10 months ago 3 0 1 0
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I just had Claude write it's own MCP server in Python so that Claude can verify compilation in my @godotengine.org dev environment. Did all this in about 30 minutes from start to finish, having never written an MCP server before. Unreal.

10 months ago 5 0 1 0

Gosh - what a shit show we are about to witness 🍿

10 months ago 1 0 0 0
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LLVM/Clang does not process visionOS (xros) availability correctly · Issue #142502 · llvm/llvm-project The following snippet of Objective-C code, which declares the typedef as available on watchOS, and unavailable on iOS, macOS and tvOS platforms: #import <Foundation/Foundation.h> API_UNAVAILABLE(vi...

Want to support official builds of visionOS for @godotengine.org, but alas clang was failing to properly recognise visionOS availability (as a derivative of iOS) (github.com/llvm/llvm-pr...). Solution, patch llvm 😎

10 months ago 6 1 0 0

Looks amazing

10 months ago 1 0 0 0
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10 months ago 3 0 2 0

WTF - that is frightening

11 months ago 1 0 0 0

This is unconscionable

11 months ago 1 0 1 0

100% agree with this

11 months ago 1 0 0 0

Not having much luck with couriers 😅

11 months ago 1 0 1 0
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My office view (and my home)

11 months ago 9 0 0 0

Latency macOS IPC (Mach ports, UDS and TCP), 64-byte messages, 100000 iterations:

```
Mach IPC latency: 4.13 µs
Mach IPC throughput: 15.48 MB/s

uds latency: 4.15 µs
uds throughput: 15.42 MB/s

tcp latency: 14.74 µs
tcp throughput: 4.34 MB/s
```

11 months ago 2 0 0 0
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macOS: Embedded window support. by stuartcarnie · Pull Request #105884 · godotengine/godot Embedded window support for macOS. This feature is implemented using CARemoteLayer, which is similar to how we implemented it for OpenEmu. This works by creating a CALayer in the child process and ...

@godotengine.org is getting first-class embedding support for macOS. The PR has some short clips showing full support: github.com/godotengine/...

11 months ago 22 4 1 0
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Godot editor embedding for macOS @godotengine.org #godot #macos

11 months ago 62 10 8 0

Heh - backing scale factor and draw surface size vs window size.

1 year ago 0 0 1 0

I read another about a young British lady that was locked up for 19 days 🥺

1 year ago 0 0 1 0