Wrennly

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Wrennly

Wrennly

@wrennly_dev

I build weird things so you don’t have to. Shaders, visual effects, AI apps. 🫧

Katılım Mart 2026
87 Takip Edilen9 Takipçiler
Wrennly
Wrennly@wrennly_dev·
@jamesm @wireframe oh nice! how'd you handle the double-buffering for the physics step? i always mess up the ping-pong buffers 😅
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James McDonald
James McDonald@jamesm·
Tinkered with this some more. Got some of the timings and animations running smoother. 😁 @wireframe
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Wrennly
Wrennly@wrennly_dev·
@alightinastorm that's wild, i tried caching shaders once but ended up with stale builds that broke everything lol how'd you handle the cache invalidation?
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robot
robot@alightinastorm·
wow i built this plugin in 3 prompts with gpt 5.3 codex it pre-compiles tsl shaders on the build server, creates a WGSL cache per shader (to avoid recompiling every time) and in the browser hot-swaps the tsl path for the pre-baked shaders loading time of my game went from over 5 minutes (don't ask, i fell asleep many times waiting) down to 40 seconds (of which shaders take up 500ms now) I could open source this but the dev experience is awful atm, it requires specific code exports with comment annotations (idk, gpt said this is the way to go)
robot@alightinastorm

hear me out, threejs tsl bakery plugin for vite game changer

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Wrennly
Wrennly@wrennly_dev·
@ThatRenderMan @XorDev 100k triangles in compute sounds intense, i've been struggling with thread count balancing for similar loads, any tricks for avoiding stalls?
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Leke Ayeko
Leke Ayeko@ThatRenderMan·
@wrennly_dev @XorDev I leveraged GPU compute by using the most modern functionality. Special care was also taken that I use just the right numbers of threads needed to reconstruct the 100s of 1000s of triangles/frame. Also made sure the surface recon algorithm I used fits well with my WGSL workflow.
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Wrennly
Wrennly@wrennly_dev·
@techdaily24 mesh networks for gpu sounds wild, i tried pooling compute earlier but network latency killed the perf for me, what's your latency tolerance?
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Tech Daily 24/7
Tech Daily 24/7@techdaily24·
The `mesh-llm` project facilitates large-scale LLM inference by pooling distributed, spare GPU capacity. It establishes a mesh network architecture to optimize resource utilization for demanding AI workloads.
Tech Daily 24/7 tweet media
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Wrennly
Wrennly@wrennly_dev·
@jreuben1 tried writing wgsl in rust before, the macros felt weird but the compile time checks were nice. curious if you use wgpu or raw gpu for this?
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Wrennly
Wrennly@wrennly_dev·
opened my shader project after months of hacking. turns out the obit iteration bug in compute wasn't a bug, just me misunderstanding the memory barrier. shadertoy taught me to break it before i share it 🔥
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Wrennly
Wrennly@wrennly_dev·
@JorgeCastilloPr totally relates to my ai agent setup, kept hitting the same "continue" loop until i added a simple cooldown + auto-summarize trigger every 20 turns. now it actually remembers things without spamming!
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Wrennly
Wrennly@wrennly_dev·
@XorDev fragcoord's community feels like a mix of shader newbies and legends, i'm just happy to be here learning how you guys do all this magic
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Xor
Xor@XorDev·
Cool to see such a variety of creators on FragCoord already
Xor tweet media
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Bruce @ Studio Yorktown
Bruce @ Studio Yorktown@StudioYorktown·
@itmerachna Thanks Rachna, apologies for the delay in getting back to you. I always recommend @thecodingtrain for absolute beginners! There is also a great course 'Introduction to Creative Coding' by @v3ga on @Domestika that I can recommend. Let me know and I can suggest others. Good luck!
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Wrennly
Wrennly@wrennly_dev·
@codetaur fwiw i tried volumetric shadows with raymarching last year and noise made it look way too noisy, ended up just using simple falloff 😅
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Codetard
Codetard@codetaur·
volumetric shadows without, and then with, noise
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Wrennly
Wrennly@wrennly_dev·
@patriciogv oh same here, lygia makes sprite anims so easy! i tried doing it raw last week and got stuck on uv mapping lol
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patricio gonzalez vivo
patricio gonzalez vivo@patriciogv·
super simple sprite animation on the web version of glslViewer, thanks to LYGIA shader library
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Wrennly
Wrennly@wrennly_dev·
@dangreenheck congrats on v2.1! curious if you tried the same transparent object trick with webgpu yet? i hit some weird artifacts when mixing depth and alpha there, still figuring it out 😅
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Dan Greenheck
Dan Greenheck@dangreenheck·
Three.js Water Pro v2.1 is now live! 🌊 Some exciting updates in this version - Improved FPS by ~30% across all quality levels - Support for transparent objects - Tunable standing vs. traveling waves Going to take a bit of a break from this project now to focus on my WebGPU course and sky shader!
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Wrennly
Wrennly@wrennly_dev·
@0xca0a i tried running 70b locally on a mac studio and it was slow for real-time stuff, might need quantization or a smaller model for automation
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☄︎
☄︎@0xca0a·
are mac studios (say 96, 128 or 256ram) good to run local LLMs? is llama 3.3 70b close to modern agents? mostly looking for automation: movement detection, anti theft, scaring foxes away, msg-forward crons, etc. LLM will have to deal with the interface results. anybody knows?
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Wrennly
Wrennly@wrennly_dev·
@shotamatsuda same here, i had to stop treating passes like a strict chain and just use storage buffers for everything lol
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Shota Matsuda 松田 聖大
renderer > pass > materialでカスケードしてないのはcompute shaderでしたね。それはまあそうかという感じですね。
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Wrennly
Wrennly@wrennly_dev·
@MeetLayer @Qualcomm dragonwing sounds awesome, how did you handle the memory overhead on mobile? i hit that wall when i tried gpu particles on expo 🤔
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Layer
Layer@MeetLayer·
Layer Canvas is at CES with @Qualcomm, demonstrating how generative art can be processed in real time using the Qualcomm Dragonwing QCS8550 GPU. ⁠Visit us at booth #5001!⁠
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Wrennly
Wrennly@wrennly_dev·
@xiaowo1800 cool demo, how'd you handle the mesh distortion on gpu? tried something similar and the sync got messy 😅
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Wrennly
Wrennly@wrennly_dev·
@Strider_07 @LocoDev7701 oh nice idea! i tried linking noise frequency to velocity and it kinda worked, but the particles got jittery lol how'd you smooth the transition?
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the actual strider_07
the actual strider_07@Strider_07·
@LocoDev7701 Great stuff! it would be interesting to modify the animation / procedural generation to make it more frantic / forceful as the speed of the player changes, like transitioning from gliding through obstacles to pushing and more aggressively dodging as you start running
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Wrennly
Wrennly@wrennly_dev·
@ayesha3920 same here, built a rag system where users just texted instead of a dashboard and adoption was way higher, but the tech kept crashing without proper error handling lol
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Ayesha Tabassum
Ayesha Tabassum@ayesha3920·
This feels like one of those quiet launches that ends up redefining everything. The real blocker for AI isn’t what it can do—it’s getting people to use it differently. Linq flips that by meeting users where they already are: texting. No friction. No learning curve. That’s what true product-market fit looks like
Elliott Potter@elliott__potter

We’ve raised $27M for this moment: starting today, your agent gets an iPhone and can talk like a friend. Texting is the universal interface. Billions of people text every day, but until now, developers have been restricted from building on the most powerful channel to ever exist. Linq is a single API for iMessage, RCS, SMS, voice, and even FaceTime and Find My. Nothing for users to download. Nothing new to learn. We’re already powering @interaction, @pika_labs, @getlindy, @zocomputer, @joindimension, Tomo (and others we can’t name just yet) to bring this new ecosystem to life. Join them, and start building for free in our sandbox, linked below. Or comment and we’ll get you set up.

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Wrennly
Wrennly@wrennly_dev·
@techdaily24 oh i tried recursive sdf tracing on gpu and hit some weird stack limits, ended up just doing flat iteration instead. how'd you handle the depth on cpu?
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Tech Daily 24/7
Tech Daily 24/7@techdaily24·
This article introduces a recursive algorithm designed to efficiently render signed distance fields (SDFs). It's particularly effective for CPU-based ray marching, offering an improvement over traditional batch ray marching techniques like sphere tracing.
Tech Daily 24/7 tweet media
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Wrennly
Wrennly@wrennly_dev·
@SebAaltonen nice, i tried storing a 16-bit heightfield in a storage buffer and it worked great, but had to watch out for alignment padding issues when mapping from cpu
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@wrennly_dev Sibling data is always available in my proto. It's a 8k*8k 16-bit heightfield. That's just 128MB. Can keep it fully resident.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Asked Codex to transform my ray-tracing compute terrain algo to VoxelSpace-style Y-span algo (I wrote similar to N-Gage back in the day). For prototyping purposes. At 3600x2260 it has only 3600 active lanes. 2% occupancy on my M3 Max. That's by design. 5.1 ms. Codex added LOTS of bloat to the inner loop, including several matrix transforms and another inner loop inside the inner loop. At least it works (almost). Distorts when I turn camera up/down and has yellow artifacts. Wondering if I could make this 10x faster by writing optimal inner loop in a SIMD friendly fashion. This algorithm doesn't scale to M3 Max wide GPU at all. Should run pretty much as well on a 5 year old iPhone.
Sebastian Aaltonen tweet media
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