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Rik Arends
Building Makepad, Livecoding for Rust for native and webVR
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Rik Arends 36m
Replying to @pttrn
Awesome! Well that'd be one of the goals of makepad, is to have (atleast for basic things) an open, high perf alternative to those stacks.
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Rik Arends 40m
Replying to @pttrn
Thanks! Yea its absolutely first steps, but i push my dev live to gh pages+wasm so everyone is in it for the whole ride :)
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Rik Arends 3h
Replying to @rikarends
It will take a few years for DPIs of AR/VR and a 4k monitor at arms length to catch up but happen it will.
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Rik Arends 3h
Finally thinking about placing actual code editors in 3D space around you, fully working with all bells and whistles and 3D syntax highlighting. The final step to replacing monitors with AR UI are being made. In VR for now but, its obvious where its going :)
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Rik Arends 7h
I know i'm going exceptionally slow, but now its time to make the hand controllers in VR and emit some 2D UI events. And then i need some grab/rotate/resize abilities for VR windows.
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Rik Arends 8h
Replying to @jurgenvinju
Not yet, i will though once ive done more linear algebra homework and the handcontrollers / windowing starts working.
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Rik Arends retweeted
TabNine 19h
Our previous demos ran on $10,000 GPUs. This one runs on a laptop. Try it for yourself:
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Rik Arends 18h
Replying to @DevonStrawn
Well then you just see regular old 2D makepad UI. So no. :) Its really just first tryouts of rendering the same UI stack in VR, not that interesting yet. Fonts are wrong, handtracking not there yet. Etc.
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Rik Arends 18h
Replying to @rikarends
You can now see the code editor in roomscale-walk around on the Quest. Fonts are todo, so ignore that a bit :)
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Rik Arends 19h
Added room-scale walkaround for If you have a Quest try it out, i tried to give things a bit of depth. Slowly getting my head around all things VR.
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Rik Arends 19h
Replying to @TrevorFSmith
Thx i'll update to webXR once its available in browsers (firefox reality + oculus browser don't support it)
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Rik Arends 20h
Replying to @alfredo_xr
We'll also introduce a full vector stack that you can rapidly render to texture. So that can also offset some texturing needs.
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Rik Arends 20h
Replying to @alfredo_xr
I was thinking more in the direction of maybe rapidly computing lightmaps in a worker. But maybe thats way too slow. It was just a thought.
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Rik Arends 20h
Replying to @alfredo_xr
Large textures and 'web' aren't great friends anyway.
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Rik Arends 20h
Replying to @alfredo_xr
Makepad has a really nice system for instancing drawcalls so that can help to more easily make performant code. Textures i have no immediate solution for.
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Rik Arends 20h
Replying to @alfredo_xr
It would be nice if creating a new pool of webVR experiments running smoothly on this hardware profile is made easy and fun
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Rik Arends 20h
Replying to @alfredo_xr
No i'm not, webVR doesn't really appear to have a lot of activity and what IS there is often little more than an experiment with untuned assets. So i get it. Thats also why think making tools targeted exactly at this mobile-gpu webVR area might actually be useful.
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Rik Arends 21h
Replying to @tickderpin
Smaller wasm files also help first startup time significantly.
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Rik Arends 21h
Replying to @tickderpin
Also this is extremely loosely based on oggling some browser profiling graphs and isn't very scientific.
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Rik Arends 21h
Replying to @tickderpin
What i've noticed is that 'smaller wasm code' seems to be faster. So set the compiler to 'size' optimization. Realise though that the wasm backend differs per browser so. also don't forget to run wasm-strip apparently a lot of non-needed tables are in.
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