Artyom Sovetnikov (@elringus) header
Artyom Sovetnikov (@elringus) profile picture

Software developer, anime addict. Currently working on @naniengine.

Joined October 2011
Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)Photo by Artyom Sovetnikov (@elringus)
Built a WGSL extension for VS Code that validates shaders the way Chrome does. Plus completion, rename, type inference and other useful stuff (in template strings too). And no, none of the existing extensions did that. Yes, I was shocked as well. 🙄 #WebGPU #WGSL #gamedev
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SpriteDicing v4 is out! Compression is significantly improved with adaptive unit sizes, individual trimming, solid-color merging and other enhancements. 👉 github.com/elringus/sprite-d… #opensource #unity #godot
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It's the first time in a decade I don't mind how @code looks. Time can fix anything, I guess.
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SpriteDicing is now available on @godotengine! 👉 dicing.elringus.com/guide/go… Fun fact: it runs 3.7× faster on Godot vs Unity, thanks to more efficient texture read/write functions. 🤖
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Same post, at the same time, on Twitter and Bluesky. Twitter account has x10 more followers. Now I'm wondering: is the bird actually dead, or did the background cook? 🤔
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Bootsharp now supports NativeAOT-LLVM. It's fast. ⚡️ sharp.elringus.com/guide/llv… #OpenSource #DotNet #WebDev
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The emotional rollercoaster of #rustlang: 1. Find out into_iter -> into_par_iter is the only change required to make existing code run on multiple threads 2. Attempt compile, only to realize a major refactor is required solely to keep progress callbacks functional
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Aaand Notion followed through. Guess I had to learn the lesson of not trusting cloud providers the hard way. 😅 @obsdmd doesn't have a kanban view, but is completely local and keeps the stuff in plain markdown, so no surprises anymore, hopefully. Also, it's super fast and lean.
Thanks to @Atlassian nuking my Trello account just because I happen to connect from a certain country, I've discovered how beautiful @NotionHQ is. More features, flexibility, better performance and overall superior UX.
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Oxidized my sprite packing solution into cross-engine tool. It's no longer coupled with Unity and works 3x faster. 🦀 github.com/elringus/sprite-d… #rustlang #gamedev #cg
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So, I've finally felt victim to the hype and started rewriting one of my tools to #rustlang from #csharp. Quite satisfying, though not sure if I'll ever be able to appreciate mandatory curlies. So much wasted vertical space. 😕
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Bsky finally got hashtags; guess it somewhat usable now? Created a handle just in case: bsky.app/profile/elringus.me
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Finished upgrading my C# <-> Type Script interop solution to .NET 8. Also added instance bindings and shiny new docs: bootsharp.com. #OpenSource #DotNet #webdev
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Made a JS util to optimize media on web: imgit.dev Plugs into build pipeline to encode images and video into AV1/AVIF, generate covers and variants for high-DPI displays, etc. Makes it trivial to prevent layout shifts and content poppin on page load.
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We're finally approaching sane TS project setups. Previously, I'd have to drag hundreds of transitive deps just to test, cover and build a lib. Now it's only tsc and bun.
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Reanimated some obscure artifacts of my indie gamedev youth: elringus.me/archive Porting Unity 4 builds to modern WebGL was an exquisite experience. 🤓
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Thanks to @Atlassian nuking my Trello account just because I happen to connect from a certain country, I've discovered how beautiful @NotionHQ is. More features, flexibility, better performance and overall superior UX.
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