caramellow's comments

caramellow | 11 months ago | on: Charts.css

I was a bit confused to not see that first page simply demonstrate a few examples of charts and that I had to click through each type to get an idea of this library.

I'd suggest pluck out some of the features you find after navigating through to https://chartscss.org/components/ and displaying them on this page so users without a lot of time or patience can quickly look through, maybe copy-paste the code examples to play with it a bit, and get a quick idea of how suitable it is for them.

caramellow | 1 year ago | on: Ask HN: What are you working on? (October 2024)

I've been working on some projects in Rust relating to image processing and rendering. I'm between a few projects at the moment though but the biggest one is an image processing application I've been working on for quite some time. A lot of stuff I've programmed and learned about over the last 3 years has been leading up to the goal of making something like this haha. I wanted to leverage OpenCL for compute but I had a lot of trouble getting OpenGL OpenCL interoperability to work.

A big motivation for such a project is my passion for photography. I've taken many thousands of photos over just the last 2 years alone. A lot of them are digital, and so far a few dozen rolls of film. A big challenge for me is that I'm not satisfied with the tools available to develop the raw files that are free or open source. Either they're quite finnicky, or they have noticeable issues with color transformations.

I've done a lot of rendering projects over the last few years relating to color that have been focused on getting a better understanding of working with color spaces. Lots of 2D and 3D fractals haha.

Unfortunately I've had quite a turbulent life the last few years so development is very off/on. Every autumn for me seems to be a period of change, this one no different as I'm moving and I'm a bit uncertain of things. However, a side project to all of this has been an OpenGL project where I'm working on things related to voxels! I did a lot of research on data structures like interval trees, octrees, segment trees, etc. It does seem that a lot of people jump for the octree approach, however I've been able to render a lot of voxels with just a hashmap of chunks and a 3d array haha (albeit, mostly initial implementation of chunk generation, single threaded at that!). With this I'm hoping to explore OpenGL compute as I intend of generating world geometry in compute shaders :D

I havent published a project in a while and I'm hoping to get back to putting things out there, so hopefully some of the stuff I've been working on goes well and I can put it up on GitHub or something

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