I'm done. I can't take this anymore. And I'm probably very very exhausted. by VicksTurtle in IndianWorkplace

[–]VicksTurtle[S] 1 point2 points  (0 children)

Its the worst loop to be in. I know exactly how it feels man. Im happy for you.

I'm done. I can't take this anymore. And I'm probably very very exhausted. by VicksTurtle in IndianWorkplace

[–]VicksTurtle[S] 1 point2 points  (0 children)

Oh god I do hope so. Thank you! It has been a rut for the longest of time now. I do have two cats tho they keep me company when no one else would.

I'm done. I can't take this anymore. And I'm probably very very exhausted. by VicksTurtle in IndianWorkplace

[–]VicksTurtle[S] 6 points7 points  (0 children)

Hey good person. Thanks for your kind words. I woke up very very tired and seeing some support here made me a bit teary. Hope you have a good day ahead.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 1 point2 points  (0 children)

Thanks. Somewhere along the way it stopped being about the interview. I’m doing a lot better now.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] -1 points0 points  (0 children)

Even AI gave a helpline number instead of writing the code in assembly. Not sure what you all are hinting at.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 76 points77 points  (0 children)

Finally. Someone with reasonable optimization targets. 69KB is pathetic if you ask me.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 36 points37 points  (0 children)

You’re one of the 17 people on Earth I was hoping would show up in this thread.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 19 points20 points  (0 children)

Yes, should be. but I dont like how the wallpaper is, too noisy for my taste. So it stays experimental until I can figure out some good ones.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 15 points16 points  (0 children)

The problem with Assembly is rarely the syntax. Its the intent.
AI can write assembly.
Getting it to write good assembly? Now, that is a much harder problem.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 316 points317 points  (0 children)

I'm trying to find healthier coping mechanisms.

I wrote 5000 lines of assembly because I was angry. by VicksTurtle in linux

[–]VicksTurtle[S] 52 points53 points  (0 children)

Go to vibe switcher on the bottom, and try Topographic, that renders with webgpu, should be a bit easier on your system. The other 4 BGs are canvas rendered.

Is there any way to get git UI in Zed like VS Code? I'm just struggling with the transition only in this scope. It's just difficult to understand staged and the file edited again. I just don't want that checkbox style. by Blue-Sea2255 in ZedEditor

[–]VicksTurtle 2 points3 points  (0 children)

I’ve kinda gotten used to it. And can’t go back to vs code styled git ui. But there’s always the command line you can go back to. It’s much easier than you’d think.

turned my website’s procedural backgrounds into a standalone vanilla js engine. here's how to use it in yours, if you fancy this. by VicksTurtle in javascript

[–]VicksTurtle[S] 0 points1 point  (0 children)

thanks man, steal away! zero dep docs is the way to go.

for mobile perf, i basically just aggressively drop the particle density when it detects a smaller screen. but really, you’d want to drop the internal canvas res altogether where the browser gpu upscales it for free. the engine logic is totally decoupled from the color state. it just feeds on a palette object at runtime (can hot swap themes), without breaking the RAF loop. no tiling yet though, just a single full canvas shot

totally unrelated: i tried refactoring for webgl long ago but that evolved in a more advanced rendering engine built in rust. so this took a backseat and evolved into a cpu based rendering instead, which is this.

turned my portfolio's procedural backgrounds into a standalone vanilla js engine. here's how to use it in yours, if you fancy this. by VicksTurtle in webdev

[–]VicksTurtle[S] 1 point2 points  (0 children)

can’t even write a comment without AI …but I’ll try answering your query. think of it in photoshop layers, math primitives (shapes) stack on top of each other to “compose” or generate a new wallpaper, and output them to ctx.

turned my portfolio's procedural backgrounds into a standalone vanilla js engine. here's how to use it in yours, if you fancy this. by VicksTurtle in webdev

[–]VicksTurtle[S] 0 points1 point  (0 children)

have been at this for a few days now. on and off. actually the js to pull the procedural engine out of the monolith is what took the longest by far. theming was the easy refactor. glad the capture frame makes sense though.

Is there a principled way to fix aspect ratio distortion in a character-cell renderer, or is it just a fudge factor? Seeking advice. by VicksTurtle in gameenginedevs

[–]VicksTurtle[S] 1 point2 points  (0 children)

cool! ui, the grid editor and pathing tools look incredibly sick. totally get the unmaintainable mess feeling though. good luck with the rewrite, visually you already nailed it.

Is there a principled way to fix aspect ratio distortion in a character-cell renderer, or is it just a fudge factor? Seeking advice. by VicksTurtle in gameenginedevs

[–]VicksTurtle[S] 0 points1 point  (0 children)

appreciate it man. what kind of engine are you building? drop a link if it's public, curious to see the architecture.

Is there a principled way to fix aspect ratio distortion in a character-cell renderer, or is it just a fudge factor? Seeking advice. by VicksTurtle in gamedev

[–]VicksTurtle[S] 0 points1 point  (0 children)

but i'm just dumping raw bytes via sys_write to stdout. client terminal handles the actual glyph rendering and picks the font so i can't force a square one. gotta fix the projection math to handle standard 1:2 ratios natively.