Tomasz Stachowiak

Tomasz Stachowiak

h3r2tic.bsky.social

Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀

👤 Joined on 23 August 2023

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📜 Kullanıcı Geçmişi

  • 23 Ağu 2023, 23:54
    🎉 Bluesky'e katıldı - İlk kullanıcı adı: @h3r2tic.bsky.social
  • 13 Kas 2023, 17:01
    🔄 Profil bilgileri güncellendi

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❤️ Beğendiği Gönderiler

DK Liao
02 September 2026 18:43

Implemented my custom DoF! (pic 1) The implementation is heavily inspired by the work done by @h3r2tic.bsky.social in Tiny Glade except I don't really know what I'm doing but I think it looks smooth and cooler than the alternative I've been using for a while (pic 2) #gamedev #indiedev

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Romain Guy
18 June 2026 14:33

I've been working on a Kotlin/Compose Multiplatform to interpolate sRGB colors as mixtures of paints/pigments. It can produce results that are more appealing than the traditional sRGB interpolation that Composes uses (see screenshot). Not quite ready for release yet. github.com/romainguy/vi...

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I see, thanks for all the details! hadn’t heard of SDSM before but I looked up the presentation—seems handy, will have to give it a try. y’all have done some wonderful work with this game; it’s really inspiring to see what’s possible when developing the rendering tech hand-in-hand with the gameplay.

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Thanks! What you’re describing around integrating Slang and Rust sounds really interesting. I‘ve always wished for a good package manager for shader/GPU code. The fact that you’re able to leverage all the amazing engineering that has gone into the Rust ecosystem sounds like a big win.

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That’s really cool. Thanks for the details here. I really wasn’t aware of everything slang was doing differently aside from some nicer tooling.

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