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You remember correctly! Here's that thesis code <https://github.com/Keavon/Brush-Nodes>. You can ignore the readme since it doesn't talk about brushes and open the GitHub Pages site (or, I can just link it here: <https://keavon.github.io/Brush-Nodes/>). Then press Ctrl+1, Ctrl+2, Ctrl+3, or Ctrl+4 and reload the page after each. Be patient as it takes a couple seconds to load the page once a demo is chosen. That'll load the four brush demos:
- Ctrl+1: dotted stamp roller
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InfluxDB
InfluxDB – Built for High-Performance Time Series Workloads. InfluxDB 3 OSS is now GA. Transform, enrich, and act on time series data directly in the database. Automate critical tasks and eliminate the need to move data externally. Download now.
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That'd be because it's all CPU-based at the moment . So your 4080 is taking a vacation while your CPU hits the gym. That's obviously not ideal, but you'll have to trust me that it is due to long-term architectural planning reasons and not a blatant disregard for sensible development practices. Our node graph engine is really advanced—it's actually a scripting language built upon Rust and its type system—which will have some very sizable benefits once it's done being built. But right now, it means vital things like GPU compute have been blocked by a towering pile of other engineering work. But we've nearly completed those prerequisites and should be able to unlock GPU compute in the early parts of next year (this is also blocked on Firefox and Safari shipping WebGPU support, required to use compute shaders in the browser— and on us having the time to support Windows, Mac, and Linux builds via [Tauri](https://tauri.app/)).
In short, please be patient :) The app's architecture is designed with performance that'll make your CPU and GPU scream, but it's a big job building all of it. Especially for raster imagery, that's where a CPU-bottlenecked render pipeline is especially affected. But next year is the year we move on from vector graphics to raster once the GPU is utilized in the render pipeline.
Thanks for taking a look!
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Everything will be using compute shaders for the foreseeable future. [WGPU](https://wgpu.rs/) abstracts that to work with WebGPU on browsers, DirectX/Vulkan on Windows, Metal on Mac, and Vulkan on Linux and Android. There may be opportunities to explore vendor-specific options like CUDA in the far future to leverage a further increase in performance, but compute shaders are portable and nearly as good.
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Wow this looks fantastic! Good open-source tools for design are so necessary. You should probably add Graphite to this list [2]. I'll definitely try Graphite and follow its progress.
Good luck!
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1: https://www.youtube.com/watch?v=lthVYUB8JLs
2: https://github.com/KenneyNL/Adobe-Alternatives
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Graphite
An open source graphics editor for 2025: comprehensive 2D content creation tool suite for graphic design, digital art, and interactive real-time motion graphics — featuring node-based procedural editing
I was referring to the link posted to HN: https://graphite.rs/
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Stream
Stream - Scalable APIs for Chat, Feeds, Moderation, & Video. Stream helps developers build engaging apps that scale to millions with performant and flexible Chat, Feeds, Moderation, and Video APIs and SDKs powered by a global edge network and enterprise-grade infrastructure.