#introductions Hi I'm Aeva and by day I'm a graphics programmer and game engine developer. But for fun, I also do graphics programming and game engine development.
firstname.lastname@example.org is also me
I made an account on the game dev mastodon https://mastodon.gamedev.place/@aeva/99004363415565288
I'll likely mostly cross post everything between the two, but feel free to be mastofriends with either
I'm excited for the future archeologists who will misunderstand "sarcophagus" and die from the wrath of the gods we created #morbidmonday
This is sort of a permutation of a more ambitious version of the project wherein you'd have a similar API, but you'd be writing a scheme program that generates C code that implements the described rendering API.
The worth of the scheme one would have been being able to generate language bindings for every imaginable high level language and also be easy to embed into most existing projects.
Downside of the scheme one is that I worry I'll never finish writing it...
@aeva also if shaders were valid python, then one could simulate a frame with a cpu renderer, and be able to do things like debug with breakpoints
idly thinking about what a modern rendering api might look like for python.
you could do some cool things with the ast module to basically define shaders in python and then cross compile.
the rest of it would be a command queue thing written as a c module, and a nice data driven rendering api for setting up a compositing graph.
and some useful boilerplate like 3d model importing etc.
Grandfather sky is considered to be an omen of good luck… at the cost of others. it is a balancing force, bringing power to places without and taking it away from the places with. Shares ancestry with Uncle Carbuncle https://slime.global/media/k2x0OPPIAAZGYHYMqdA
@aeva basic gist is termux + smol bluetooth kbd. Kind of excited to use orgzly in tandem with that though
b-but we're both girls!
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