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Interactive Developer & GPU dev @ NVIDIA. I like to build tools.

Currently working on a live coding tool supporting several different programming paradigms.

If I'm learning something new, I'm happy ;)

if you allocate a 3d texture on gpu but never upload data into it, and then treat this unallocated texture as a volume and raymarch into it, you get some interesting results

i've put together a list of hundreds (!) of open source, experimental, and tiny tools for interactive, web, and game development

this rose out of my weird tools games class, where we have been talking about walled gardens, the politics and aesthetics that tools carry with them, the edges of “tool” and where it intersects with “game” or “playful media” and how much a tool can say about its maker

(but i also thought this resource might be particularly useful now ~)

Looking forward to hooking this up to my synth. I've got most of the syntax highlighting working the same as Orca now; with a couple minor fixes to Orca-c. And a few updates to the editor to make it more supportive of this kind of thing.
Each Orca is living inside its own thread, synced to a central clock event.
I just have to tweek the edit commands at this point and offer resizing of grids.

First working version of Orca inside Zep; nice and fast (given this is a debug build, and I haven't optimised the copy to and from the editor buffer). Lots of things I could do here, display-wise to help visualise what's going on - since this is effectively an OpenGL rendering of Orca, like everything else.
Integrating Orca-c was easy ;)
I should soon get Jorvik (the live coding tool) integrated with this so I can show visual + audio. Progress is being made.

Why would you not have a Cylon inspired evaluate-flash in your text editor?

I'm supposed to be writing a live coding tool, but instead I'm working on making <TAB> work correctly and show up as visible white space.

I've been playing with Bitwig, and I love the beautiful UI. I thought I'd try replicating one of their buttons. My attempt is below. I drew it using NanoVg in OpenGL. The look is surprisingly similar; I wonder if they are using NanoVg for their UI. I like how they actually have a very minimal set of widgets; it is mostly rounded boxes for areas and buttons, circles for knobs and occasional custom graphics for special things.

One step closer to having an Orca engine inside the tool. It's a native mode now, meaning that you can navigate the grid using standard keystrokes from vim, etc.
Initially I'm going to use it to drive the built in Synth, allowing a combination of shaders and audio for the first time.

My work on Sonic Pi tought me that I need to be a good citizen and support UTF8. So far, it hasn't been so bad; just issues with character spacing in ImGui (Qt version is fine). I'm pleased I made the effort. For similar reasons, I'm going to add screen reader support. Even if it gets little use, it feels like the right thing to do. I know there are SonicPi blind users, for example.


#procedural swimming with tentacles, motion is achieved by arms pushing against the surrounding water


We wrote a tutorial with videos and #FOSS source code for the technique we use to live edit our C++ game engine: Runtime Compiled C++

We use RCC++ to speed up development of our in-house voxel game engine. It's similar to Unreal's Live Editing, but for any C++ code. Since many gamedevs develop engines in C++ I thought you might be interested. Here are the links:


Source code:

Videos Playlist:

All stuff I’ve done before of course, so not hard to add, but I think end users will like the spectrum analyser.

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Took a break from my own stuff to add some visualisations to Sonic Pi and fix up the windows build. Interesting learning experience.
Nice bit of live coding - like the simplicity of sonic pi, and this style of ambient music.

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