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Tinker Tuesday for July 21th, 2026

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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After a rewrite of that fucked up open source library, I shaved 30% off the time it takes to complete a unit of work with only the most obvious, non-retarded way of doing things. Completely gutted all the Windows WPF primitives (point, rect, vector, enums for pen configurations, etc), replaced them with SkiaSharp primitives where absolutely necessary since the renderer is SkiaSharp. Left the raw data in it's native format for the entire processing pipeline, convert it to screen units only at the last second by bit shifting things on a range of 0-4095 to pixels on a range of 0-255. x >> 4 mother fuckers, who needs endless double precision division operations?

For my next trick I need to create a dedicated, single threaded synchronization context with an OpenGL context it owns to asynchronously handle the rendering tasks from other threads. I would hope that knocks another 50% or more off the unit of work time.

Don't know why anyone would have AI do this for them. It's so much fun.

I got punked so badly mixing opengl and threads. My own application was consistent but GPU drivers on some platforms crash if you make GL calls from any thread except for the first one. I think macos has additional annoying constraints.