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.
Raph investigates an issue with a slow shader, which ends up being caused by the shader compiler being overly conservative about cache coherency.
This post presents an efficient and accurate solution to cubic Bézier curve fitting, along with some insight into what makes this a hard problem.
Raph demonstrates the use of Euler spirals as a simpler and more efficient representation for computing parallel curves.
A new model for a path-drawing pen tool that uses "hyperbezier" curves, which have two control points.
Raph wrote an overview of how text layout works. He's been working on text layout and rendering for over 35 years.
Raph continues to explore the best ways to build reactive user interfaces, with a focus on Rust.
A blog post covering the history of the compositor introduced in Mac OS X and the tradeoffs it demands.
A look back at Raph's experiences building Xi, a novel text editor written in Rust.
An overview of a new architecture for high-performance, 2D vector graphics rendering on the GPU.
A detailed overview of how GPUs work and approaches for effectively using GPUs for general purpose computing.