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Renderling News - Fri 29 May, 2026

First wgsl-rs milestone complete The first milestone for [ wgsl-rs ] is done! It was actually done a while ago, but I've been lagging writing this update. The library now covers the full WGSL vocabulary and has shipped several major other features: Generics! The initial generics implementation landed , allowing WGSL functions and types to be parameterized. This was a tricky feature, and I had a…

Renderling News - Sun 22 Mar, 2026

wgsl-rs first milestone almost complete I've been working hard on the first milestone of wgsl-rs , which is essentially to get it feature complete. All WGSL vocabulary is now supported (WGSL "std" library including built-in functions, types, texture sampling), excluding extensions. The last step is including exhaustive roundtrip tests for builtins to ensure the CPU runtime is coherent with the…

Renderling News - Thu 5 March, 2026

Getting close with [ wgsl-rs ], significant work on [ crabslab ] adaptation [ wgsl-rs ] I've almost wrapped up the initial build out of [ wgsl-rs ]. The last bit is the derivative builtins ( dpdx , dpdy , fwidth , etc.) and the discard statement. I really don't know what I'm going to do for the CPU semantics of the discard statement yet. Maybe something like return Default::default() ? That might…

Renderling News - Wed 11 Feb, 2026

2026 NLnet Funding is Official The Memorandum of Understanding for the Renderling Ecosystem project has been signed with NLnet under the NGI0 Commons Fund. This makes the second year of NLnet funding official, and I'm excited to get started on the work ahead. A New Direction: Embracing WGSL The biggest change in this round of work is that Renderling will be moving away from Rust-GPU and toward…

Renderling News - Sun 30 Nov, 2025

The past two months I've been pretty slammed with my new job and family stuff, but I've still been working on this project, albeit a bit sporadically. crabslab changes I've managed to get a large PR finished on crabslab that provides synchronization of values changed by shaders on the GPU back to their CPU caches. This change has been a long time coming, and it unlocks a lot of potential for…

Renderling News - Wed 24 September, 2025

I've pushed the lighting chapter of the manual live. Part of this was fixing a bug in image based lighting regarding bindgroup invalidation.

Renderling News - Sun 21 September, 2025

I've done a rework of the API, greatly improved the documentation and created a user's manual full of examples. See the PR for the API change and initial manual w/ examples here . I've also made somewhat drastic website changes: The manual is now hosted here! The docs are now hosted here! The devlog is deprecated in favor of this news page. The devlog is no more I'm moving away from the super long…

Year in Review - 2024

Year in Review - 2024 What went wrong and what went right for Renderling in 2024. Written 9 Jan, 2025 Backup text. Label Label --> o/ Hi y'all! Welcome to the Renderling wrap article for 2024. I'm hoping to make writing this article a tradition. This project started with its first commit in Sep 26, 2022 - so I've been working on this for roughly two years as a side project, after my day job and…