Claude Code does a very decent UI, somehow the text mode is much more attractive. As if there is once in a lifetime opportunity to make the console great again.
Just use blend2d - it is CPU only but it is plenty fast enough. Cache the rasterization to a texture if needed. Alternatively, see blaze by the same author as this article: https://gasiulis.name/parallel-rasterization-on-cpu/
Blend2D is a CPU-only rendering engine, so I don't think it's a fair comparison to ThorVG. If we're talking about CPU rendering, ThorVG is faster than Skia. (no idea about Blend2d) But at high resolutions, CPU rendering has serious limitations anyway. Blend2D is still more of an experimental project that JIT kills the compatiblity and Vello is not yet production-ready and webgpu only. No point of arguing fast today if it's not usable in real-world scenarios.
How JIT kills compatibility if it's only enabled on x86 and aaarch64? You can compile Blend2D without it and it would just work.
So no, it doesn't kill any compatibility - it only shows a different approach.
BTW GPU-only renderers suck, and many renderers that have GPU and CPU engines suck when GPU is not available or have bugs. Strong CPU rendering performance is just necessary for any kind of library if you want true compatibility across various platforms.
I have seen many many times broken rendering on GPU without any ability to switch to CPU. And the biggest problem is that more exotic HW you run it on, less chance that somebody would be able to fix it (talking about GPUs).
And they accidentally made it 1.003713731707 times faster? They chose a number that contains only the digits 0, 1, 3, and 7? C'mon, this cannot be a coincidence!!!
It's a good thing we're jumping to conclusions instead of exhaustively evaluating all of the places values exactly like this one appear when dealing with swing and quantization on, and especially when mixing 8, 12, 16 bit samplers and sequencers. Nevermind all of the little nudges from byte window mismatches when reading, playing back, or manipulating samples at varying bit depths and sample rates.
> It’s a good thing we’re all jumping to conclusions
I wholeheartedly agree. This thread would have been a lot less fun to create if I’d had to apply rigorous methodology and proper hypothesis evaluation practices. I’m really glad someone else appreciated that too :D
is super ineffective, indeed. if you need to pay 20$ to get s.o. to pay you 50$ for a service/product, well in all honesty calling people one by one and giving them 10$ is more likely to result in sale.
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