Dimitri Sabadie’s blog

Functional programming, graphics, demoscene and more!

This is my blog. I talk about functional programming, graphics, demoscene, optimization and many other topics!

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Auto-derive uniform interfaces in luminance-0.25.5luminance, uniform, interface, derive, macroon 2018-03-01 02:18:00 UTC
warmy-0.6.0; bug fixes and rewritewarmy, fix, bugon 2018-02-24 19:46:00 UTC
Spectra gets Rust scripting!spectra, Rust, plugins, dynamic libraryon 2018-02-19 02:57:00 UTC
State of luminanceluminanceon 2017-09-14 00:00:00 UTC
Rust GLSL crateAST, compiler, GLSL, OpenGL, Rust, shader, shading, SPIR-Von 2017-07-30 00:00:00 UTC
On programming workflowson 2017-07-23 00:00:00 UTC
Postmortem #1 – Revision 2017demoscene, Outline, phaazon, postmortem, Revisionon 2017-04-20 00:00:00 UTC
Lifetimes limits – self borrowing and dropcheckerborrowing, dropchecker, lifetimes, Ruston 2017-02-07 00:00:00 UTC
luminance designsgraphics, luminance, OpenGLon 2016-08-28 00:00:00 UTC
luminance-0.6.0 samplegraphics, luminance, OpenGLon 2016-07-25 00:00:00 UTC
Porting a Haskell graphics framework to Rust (luminance)framework, graphics, Haskell, luminance, OpenGL, Ruston 2016-04-29 00:00:00 UTC
Pure API vs. IO-bound API for graphics frameworksframeworks, GPipe, graphics, impure, IO, LambdaCube, luminance, pure, side-effectson 2016-02-18 00:00:00 UTC
Existential quantification and GADT in luminance-0.8existential quantification, GADT, Haskel, luminance, OpenGLon 2015-12-09 00:00:00 UTC
OpenGL 3.2 support for luminance!bug, Haskell, Intel, luminance, OpenGL, UBOon 2015-11-13 00:00:00 UTC
luminance, episode 0.6: UBO, SSBO, StackageHaskell, luminance, OpenGL, SSBO, Stackage, UBO, uniformon 2015-10-25 00:00:00 UTC
luminance-0.5.1 and wavefront-, graphics, Haskell, luminance, OBJ, OpenGL, parser, wavefronton 2015-10-18 00:00:00 UTC
Load geometries with wavefront-0.1!graphics, Haskell, luminance, OBJ, wavefronton 2015-10-11 00:00:00 UTC
luminance-0.3 – Adding more texture kinds to the equation…cubemap, framework, graphics, Haskell, luminance, OpenGL, textureon 2015-10-06 00:00:00 UTC
luminance first tutorialframework, graphics, Haskell, luminance, tutorialon 2015-09-24 00:00:00 UTC
luminance 0.1 released!framework, graphics, Haskell, luminanceon 2015-09-22 00:00:00 UTC
Thoughts about software meta-designdesign, elegancy, free, KISS, meta, principle, softwareon 2015-09-13 00:00:00 UTC
Contravariance and luminance to add safety to uniformscontravariant, divisible, functor, graphics, luminance, OpenGL, uniformon 2015-08-23 00:00:00 UTC
Never forget your git stashes again!git, prompt, shell, stash, terminal, zshon 2015-08-16 00:00:00 UTC
Luminance – what was that alignment stuff already?32-bit, alignment, Haskell, luminance, OpenGLon 2015-08-11 00:00:00 UTC
Luminance – Vertex Arraysalignment, buffers, graphics, Haskell, index, luminance, OpenGL, vertexon 2015-08-10 00:00:00 UTC
Luminance – framebuffers and texturesframebuffer, graphics, Haskell, OpenGL, textureon 2015-08-01 00:00:00 UTC
Introducing Luminance, a safer OpenGL APIgraphics, Haskell OpenGLon 2015-07-24 00:00:00 UTC
Don’t use Defaulton 2015-07-16 00:00:00 UTC
smoothie-0.3, Bézier curves and new user interfaceon 2015-06-30 00:00:00 UTC
Mac OS X support in al-0.1.4haskell, OpenAL, pkg-configon 2015-06-29 00:00:00 UTC
HID and MSI keyboardson 2015-06-20 00:00:00 UTC
Asset management in a real time 3D engine in Haskellon 2015-06-16 00:00:00 UTC
Losing our privacyon 2015-04-21 00:00:00 UTC
Generalized swapon 2015-04-14 00:00:00 UTC
Volumetric light shaftson 2015-04-08 00:00:00 UTC
Getting into netwireon 2015-03-15 00:00:00 UTC
al was shippedon 2015-03-03 00:00:00 UTC
al – documentation and default pathson 2015-03-01 00:00:00 UTC
al 0.1 released!on 2015-02-28 00:00:00 UTC
Smoothie, a Haskell library for creating smooth curveson 2015-02-26 00:00:00 UTC
Why has type aliasing almost killed meon 2015-01-07 00:00:00 UTC
Abstracting shader – Environmentabstract, DirectX, environment, GLSL, graphics, Haskell, HLSL, OpenGL, shader, shadingon 2014-11-17 00:00:00 UTC
Abstracting shader – Haskell ash libraryabstract, DirectX, GLSL, graphics, Haskell, HLSL, OpenGL, shader, shadingon 2014-11-14 00:00:00 UTC