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#egui

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Updated node connections in the video mixer / synthesizer.

Before, on changing the output size of a node, the connection broke and had to be recreated. Changing the resolution of many nodes was an annoyance. Especially with mixer connections, which have some own values.

It is now streamlined much more and the resolution of any node can be changed at any time without the need to reconnect.

gitlab.freedesktop.org/AdeptVe

GitLabAdept Veritatis / pw-videomix · GitLabfreedesktop.org GitLab login
Continued thread

my plan for this is to eventually add another backend for the layout logic, maybe based on #egui or maybe #webgpu directly, and port the tui apps to gui in one fell swoop!

(anyone feel like pulling this one off is more than welcome to try! same apps in tui and gui - how cool would that be?)

Replied in thread

@rust_discussions

Nice article.

Missed #egui / eframe in the list of game frameworks. It also comes with #vulkano and #wgpu bindings (3rd party).

I use egui + winit + vulkano in a video mixer / synthesizer app:
gitlab.freedesktop.org/AdeptVe

And eframe + wgpu in a sign language dictionary app:
gitlab.freedesktop.org/AdeptVe

Both have a surprisingly good performance for being that unoptimized (not even using buffer pools).

GitLabAdept Veritatis / pw-videomix · GitLabfreedesktop.org GitLab login

Next step taken for pw-videomix (a video mixer/synthesizer) :ablobcatrave:

After a lot of work, you can save and load (parts of) your projects now. 💾

The color mixer and the control nodes are already done. ✅
But no other nodes and no connections.

For me, this is a major advance in creating a usable piece of technology.

!caution! Loading overwrites all existing control and filter nodes at the moment.

gitlab.freedesktop.org/AdeptVe

GitLabAdept Veritatis / pw-videomix · GitLabfreedesktop.org GitLab login

Implemented control nodes in my video mixer / synthesizer. A Max/MSP like system to bind and change values.

There is a number node, which can do basic math (+,-,*,/).

A trigonometry node to get sine and cosine from an input value.

And a function generator node, which creates low frequency sine, cosine, square, steps, saw and triangle waves.

You can bind them to almost any value.

gitlab.freedesktop.org/AdeptVe

GitLabAdept Veritatis / pw-videomix · GitLabfreedesktop.org GitLab login

LiSA - Sign Language Learning App

Some updates of recent ideas and source code changes. New version may come soon.

You can choose categories now (colors, numbers, alphabet, prepositions, ...). This is better than splitting the signs over multiple files.

Didn't add many new signs, because I had to think about some problems before.

1/x

LiSA - A sign language learning app.

Releasing full version v1.0.0.

- Body model mechanics are final, using quaternions and vectors.
- Different sign languages can be selected.
- Full alphabet for #LSF is already available.
- Written in Rust with Egui.
- Lots of fixes and refactoring.
Read the changelog for more details.

Now it is time to work on adding new signs.

gitlab.freedesktop.org/AdeptVe

#rustlang #egui question: I try to build a side panel with thumbnails for this toy app. I want the thumbnails to fill the whole width of the ScrollArea there're in, but currently they shrink when reaching to bottom of the frame instead of expanding the ScrollAera (I have 10 images here, 4 shown correctly, incorrectly 1 down-scalled, 5 not shown with a size of 0...).
If I use .fit_to_exact_size() it works as insteded except that they don't fill the whole width anymore...

Continued thread

Now I can concentrate to work on the dictionary again to add more signs. I completely stopped that until the model was finished.

The alphabet for french #LSF is still incomplete. Will release a new version, once this is done.

And I added an option to switch to another #SignLanguage like #ASL and #DGS. But only the letter 'A' is available in the dictionary for both yet. Still interesting to be able to switch.

gitlab.freedesktop.org/AdeptVe

GitLabAdept Veritatis / LiSA · GitLabfreedesktop.org GitLab login

Starting to get a hang of egui. Nothing is functional or hooked up to any data really, just trying UI stuff out to see if I can do what I want to do with egui while also learning Rust.

Soon time to start try to port some actual functionality over. Gonna be more Rust to learn for that.