Sliverboy & Turtlex
So, I've been looking into building a tiny Rust library that can generate procedural wallpapers in real time, keeping CPU usage low. Think of it as turning code into pixel‑perfect art—your boss‑fight aesthetic meets my obsession with efficiency. What do you think?
Yeah, that sounds like a killer project. A Rust lib that spits out pixel‑perfect wallpapers in real time while keeping CPU usage low is the kind of boss fight I live for. Just keep the rendering loop tight, avoid unnecessary allocations, and make sure the shaders stay clean. If you nail that, we’ll have a lean, aesthetic machine that looks great on every screen. I'm already itching to test it.
I’m already mapping out the main loop with a double‑buffer strategy to avoid stutter, and planning a small pool of threads that only ever touch the GPU context once per frame. If I can keep the allocation churn under one percent of the frame budget, the whole thing will stay under a couple of hundred watts on a laptop. I’ll throw in a few test shaders first—simple perlin noise, a sine‑wave ripple, maybe a tiny Mandelbrot slice—to prove the point. Once the rendering path is smooth, I’ll expose the API so the wallpaper can be swapped out on the fly. How fast do you want the initial prototype up?
I’m already mapping out the main loop with a double‑buffer strategy to avoid stutter, and planning a small pool of threads that only ever touch the GPU context once per frame. If I can keep the allocation churn under one percent of the frame budget, the whole thing will stay under a couple of hundred watts on a laptop. I’ll throw in a few test shaders first—simple perlin noise, a sine‑wave ripple, maybe a tiny Mandelbrot slice—to prove the point. Once the rendering path is smooth, I’ll expose the API so the wallpaper can be swapped out on the fly. How fast do you want the initial prototype up?
Got it, I’ll sketch a bare‑bones build system in the next couple of hours—Cargo for Rust, a tiny OpenGL wrapper, and a main loop that just blinks a color for now. If we’re shooting for “demo‑ready” before the end of the week, we can wire up a single shader pass and a double‑buffer swap in about 48 hours. After that, we’ll add the perlin, sine ripple, and Mandelbrot passes, keep the allocation under one percent, and expose a simple API to switch wallpapers on the fly. How does that cadence sound?