Recent submissions

Comment · 8 years ago
I need to investigate this question :) For now, I just setup a Patreon, but in the future, I might think of a more clever business plan.
Comment · 8 years ago
The PBR pipeline of toy is not well optimized yet: I'll have more time to tackle this issue now that the heavy lifting work has been done !

Framerates are much better in the non-web version somehow: I suspect some unnecessary texture sampling ops are to blame, but I need to investigate.

Resizing the window to a smaller helps greatly improve the framerate, which tends to show that the bottleneck is in the fragment shaders.

Comment · 8 years ago
Hi, the license is a temporary choice. I wish to release it under a permissive license in the future, I'd just like to secure a tiny bit of funding before that !
Comment · 8 years ago
It's thin in the way that all the goodies are in separate modules that you don't have to use, and also in the way that it still runs in the browser with all these goodies.

But it's also not so thin, you are right :)

Comment · 8 years ago
For those that might remember a UI library called kiui that I shared a few years ago: it is the UI module inside mud (and is still usable independently).

It has also been completely revamped, and now follows an immediate/declarative paradigm that makes it much more straightforward to use, while still being entirely stylable and auto-layout.

The rest are new components I developed and refined in the mean time!

Comment · 11 years ago
One thing you misunderstood :

You don't specify any absolute measurement when using kiUi from C++.

The whole point is to get rid of them. They are calculated under the hood.

The style gives the necessary hints. And this is done in a way entirely separate from the UI code itself.

Think of the C++ code doing what is regularly done in both HTML and Javascript, and the kiUi style sheet as what is regularly done in CSS.

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