Bio: I'm an independent developer working on a music synthesis game. A lot of my focus these days is making Rust a great platform for creative work.

The case of the curiously slow shader

made by Raph, submitted by davidbalbert
Raph investigates an issue with a slow shader, which ends up being caused by the shader compiler being overly conservative about cache coherency.

Fitting cubic Bézier curves

made by Raph, submitted by Mai
This post presents an efficient and accurate solution to cubic Bézier curve fitting, along with some insight into what makes this a hard problem.

Cleaner parallel curves with Euler spirals

made by Raph, submitted by Mai
Raph demonstrates the use of Euler spirals as a simpler and more efficient representation for computing parallel curves.

The hyperbezier pen tool

made by Raph, cmyr, submitted by nicholasbs
A new model for a path-drawing pen tool that uses "hyperbezier" curves, which have two control points.

Text layout is a loose hierarchy of segmentation

made by Raph, submitted by davidbalbert
Raph wrote an overview of how text layout works. He's been working on text layout and rendering for over 35 years.

Towards principled reactive UI

made by Raph, submitted by davidbalbert
Raph continues to explore the best ways to build reactive user interfaces, with a focus on Rust.

The compositor is evil

made by Raph, submitted by Mai
A blog post covering the history of the compositor introduced in Mac OS X and the tradeoffs it demands.

xi-editor retrospective

made by Raph, submitted by davidbalbert
A look back at Raph's experiences building Xi, a novel text editor written in Rust.

Fast 2D rendering on GPU

made by Raph, submitted by nicholasbs
An overview of a new architecture for high-performance, 2D vector graphics rendering on the GPU.

A Taste of GPU Compute

made by Raph, submitted by davidbalbert
A detailed overview of how GPUs work and approaches for effectively using GPUs for general purpose computing.