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enes altun

@altunenes.bsky.social
143 followers 168 following 270 posts

Software Dev & Psychologist, I will mostly share my creative coding pieces and visual illusions here with code 🦀 :-) And for keeping track of new things/discussions in the science of course :-) github.com/altunenes

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enes altun @altunenes.bsky.social · 10/10/2026
First impressions of WESL after Bevy 0.20: imports are so nice!! I put all 148 of my game's icons in one shader module, and now any shader can use them with a single import. The icon in the text shader is 20 lines now. No more copy pasting and messing with WGSL 🙏
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enes altun @altunenes.bsky.social · 07/10/2026
The time has come no onnxruntime. no dylibs. no C++. parakeet-rs now has a pure Rust backend on burn 0.22 🦀🥳🦀 TDT, CTC, Nemotron, Sortformer diarization… all running without ONNX Runtime, from the same .onnx files. github.com/altunenes/pa...
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enes altun @altunenes.bsky.social · 02/10/2026
fractal via photons 😁 (Fractal formula: Earl F. Glynn fractal) code: github.com/altunenes/cu... #art
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enes altun @altunenes.bsky.social · 02/10/2026
fun: chebyshev behavior map :-P code: github.com/altunenes/cu... #physarum
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enes altun @altunenes.bsky.social · 23/09/2026
The next frontier is transcription: a standard ASR still blends simultaneous voices into a single line (like tdt). Multitalker ASR, steered by the diarizer, already keeps them apart, but it isn't perfect yet. I hope we'll soon see models that handle overlapping speech end to end 🙂 🤞
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enes altun @altunenes.bsky.social · 23/09/2026
Speaker diarization (especially overlapping speech scenarios) has long been a hard problem, and it's exciting to watch it get solved. In my own tests on overlapping speech, the diarizer now reliably tells who is talking, even when several people talk at once.
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enes altun @altunenes.bsky.social · 23/09/2026
Really cool work from the NVIDIA team with a new speaker diarization model (Nemotron 3 Diarization). Since they gave me early access, I’ve been investigating the model and the Rust port for a while, and I released it the same day for parakeet-rs. 🙂 github.com/altunenes/pa... #rustlang #asr #onnx
github.com
Release v0.3.8 · altunenes/parakeet-rs
Highlights Nemotron 3 Diarization (Sortformer v3) replaces Sortformer v2: up to 8 speakers, much better on overlapping speech, and all four of NVIDIA's latency presets (30.4 s to 0.32 s) from a sin...
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enes altun @altunenes.bsky.social · 20/09/2026
oh, bsky's compression algorithm is very brutal 😁
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enes altun @altunenes.bsky.social · 20/09/2026
Spent some time making a piece of "art" for a happy sunday 🙂 lightwell.. code: www.shadertoy.com/view/sXyGzz #creativecoding
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enes altun @altunenes.bsky.social · 18/09/2026
code: github.com/altunenes/cu...
github.com
cuneus/examples/tameimp.rs at main · altunenes/cuneus
Engine for creating compute shader apps. easy multi pass pipelines, hot reload, audio/video input via gst, code sound and frame export - altunenes/cuneus
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enes altun @altunenes.bsky.social · 18/09/2026
path tracing for no reason #codeart
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enes altun @altunenes.bsky.social · 16/09/2026
thanks 🙂
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enes altun @altunenes.bsky.social · 16/09/2026
store.steampowered.com/app/4953880/...
store.steampowered.com
Willcaster on Steam
Draw the path across the cursed grid and cast the spells; your champion walks it, fights, and bleeds by your plan. But the frog is no puppet. He has hungers, moods, and a will of his own. Feed his des...
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enes altun @altunenes.bsky.social · 16/09/2026
Been making the environment react while you aim a spell in my game.. braziers, the open tome, the rune dais and maybe more? 🙂 See before/after #gamedev #bevy #vfx #indiedev
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enes altun @altunenes.bsky.social · 07/09/2026
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enes altun @altunenes.bsky.social · 07/09/2026
Now some shader coding to relax and have fun with art without performance concerns...🙂 "eroded horizon" #creativecoding #wgpu
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enes altun @altunenes.bsky.social · 06/09/2026
Another spell VFX: "undertow" 🐸 --I generated particles using my custom compute pipeline🙂-- #vfx #bevy #gamedev #indiedev
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enes altun @altunenes.bsky.social · 05/09/2026
Some VFX for Willcaster🐸🐸: Thunder Strike The bolt is a texture. The impact is geometry. #gamedev #vfx #bevy
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enes altun @altunenes.bsky.social · 30/08/2026
See my blog for details if you're interested 🙂 altunenes.github.io/posts/parall...
altunenes.github.io
A hole that isn't there: faking infinite depth on a flat quad
personal blog
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enes altun @altunenes.bsky.social · 30/08/2026
Waterpool version that uses exactly the same technique I used in my game.. so same interior mapping, water in the hole this time one refract() before the trace and a box instead of a cylinder. Still a flat quad. Still 0.04 units thick. code: www.shadertoy.com/view/NfVSRy #gamedev #perception
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enes altun @altunenes.bsky.social · 04/08/2026
Some art stuff via compute shaders... the joy of shader programming without performance concerns is something therapeutic XD #wgpu #cuneus
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enes altun @altunenes.bsky.social · 29/07/2026
willcaster on steam: store.steampowered.com/app/4953880/... devlog: altunenes.github.io/posts/flame/
store.steampowered.com
Willcaster on Steam
Draw the path across the cursed grid and cast the spells; your champion walks it, fights, and bleeds by your plan. But the frog is no puppet. He has hungers, moods, and a will of his own. Feed his des...
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enes altun @altunenes.bsky.social · 29/07/2026
Fire in my game: How to render fire as real geometry on the GPU: left -> raymarch (8 steps) in a traditional frag shader right -> real mesh: a compute shader makes bezier ribbons + a vertex shader extrudes them into triangles right's cheaper but more work Devlog below #gamedev #bevy #vfx #shaders
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enes altun @altunenes.bsky.social · 28/07/2026
The Hole That Isn't There... code: www.shadertoy.com/view/Ncy3W1 #perception #gamedev #parallax
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enes altun @altunenes.bsky.social · 23/07/2026
A frog who disobeys 3% of the time and one at 12% are completely different characters, and I can't tell them apart by playing. Ended up writing "many" Monte Carlo sims to pick the numbers 🫠🤣
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enes altun @altunenes.bsky.social · 23/07/2026
Yes, though outcome isn't ignored entirely. If you overrule him and a "room" goes well anyway, it costs a quarter of the usual trust. Being right is a defence, just a weak one. so I tried to keep a "tyrant playstyle 😁" alive without making it free.
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enes altun @altunenes.bsky.social · 23/07/2026
Many things in the game affect on this. If frog has a greed for gold, and you don't steer them towards gold, his trust in you will diminish. If frog wants a risky elite fight, and you don't direct them towards it, his trust will again diminish. It's a dynamic situation… 😁
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enes altun @altunenes.bsky.social · 23/07/2026
We could say both. In the sense of rewarding risk taking, this could be an additional tactical moments for a more experienced player. This is because, depending on the “trust” between frog and the player, these moments allow spells to be cast more cheaply.
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enes altun @altunenes.bsky.social · 23/07/2026
Of course, you are not always watching. There are some moments when the plan does go wrong you're not just watching. Every 15 HP he loses during a walk tears the channel open: time hard freezes and you cast one spell, or dismiss it (during action state). so you need to make a good plan 😁
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enes altun @altunenes.bsky.social · 23/07/2026
I did try floating intent widgets over every enemy during planning. 5+ of them completely drowned out the path drawing. Now it's right click to inspect anything you want, and full intent (HP + next two actions) only once combat starts.
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enes altun @altunenes.bsky.social · 23/07/2026
Planning is fully "paused", so it's a reading problem rather than a reaction one. But the real answer is that the frog IS the telegraph. He tells you what he wants before he walks, and since "Caution" is one of his traits, "keep me away from that one" is him reading the room for you.
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enes altun @altunenes.bsky.social · 22/07/2026
store.steampowered.com/app/4953880/Willcaster/ I started out like this four years ago, then came my first 3D experiments, followed by prototypes... 4 years ago, 2 and recent... blog about general story: altunenes.github.io/posts/willca...
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enes altun @altunenes.bsky.social · 22/07/2026
I’ve been building a game in my free time for the last 4 years with Rust + #bevy, and the Steam page is up 🙂 You don't control the hero. You draw the path, cast the spells; he walks it and fights alone. He has desires of his own, and strays when you break his trust🐸 #gamedev #rust
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enes altun @altunenes.bsky.social · 22/06/2026
thank you! 🙂
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enes altun @altunenes.bsky.social · 22/06/2026
rust code also for those who interested in cuneus (don't worry its a boilerplate free 🙂): github.com/altunenes/cu... #rustlang #wgpu
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enes altun @altunenes.bsky.social · 22/06/2026
internet has plenty of black holes already. but I couldn't resist making one of my "own" anyway... 😁 geodesics, disk coloured with spectral rendering etc etc shader code (lives in cuneus rust/wgpu): github.com/altunenes/cu...
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enes altun @altunenes.bsky.social · 15/06/2026
Gaussian vs Gabor. Real time 2d splatting via compute shader with adam (first 8.0 seconds) in cuneus 🦀 Code: github.com/altunenes/cu...
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enes altun @altunenes.bsky.social · 08/06/2026
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enes altun @altunenes.bsky.social · 07/06/2026
fun fluid experiment (and also an additional experiment to see how badly bluesky's video encoder mangles them :-P ) code: github.com/altunenes/cu... #rustlang #fluid
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Reposted by enes altun
Xor @xordev.com · 02/06/2026
Little shader by @altunenes.bsky.social
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enes altun @altunenes.bsky.social · 11/04/2026
I use chebyshev polynomials on here instead of traditional physarum approaches for more dynamic/continous stuff… 😁
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enes altun @altunenes.bsky.social · 11/04/2026
Physarum experiment in rust
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enes altun @altunenes.bsky.social · 05/04/2026
my physarum experiment via Kolmogorov arnold #wgpu #creativecoding
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enes altun @altunenes.bsky.social · 28/03/2026
weekend activity: tried to replicate a part of Veridis Quo (Daft Punk) with math/shaders based on my guitar feelings :-P code/live version: shadertoy.com/view/NfjGDc its also on cuneus too 🦀: github.com/altunenes/cu... #codeart
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enes altun @altunenes.bsky.social · 27/03/2026
tried to improve lil bit with maccormack + helmholtz hodge 🙂 But more importantly: 17 compute passes per frame declared in ~18 lines of Rust. Cuneus wires all bind groups, buffers, and passes from a simple dep graph. one dispatch call... github.com/altunenes/cu... #rustlang
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enes altun @altunenes.bsky.social · 24/03/2026
vertical with some shading
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enes altun @altunenes.bsky.social · 23/03/2026
oh sorry :-( I should have used a warning message
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enes altun @altunenes.bsky.social · 23/03/2026
video looks full color, but the code is actually just flashing RGB frames one by one. try pausing the video anywhere you'll only see a single color channel 🙂 See Fabrice's code for demonstration: www.shadertoy.com/view/scS3Rz #perception #vision
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enes altun @altunenes.bsky.social · 21/03/2026
fluid experiment code: cargo run --release --example fluid with egui params 🙂 github.com/altunenes/cu...
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enes altun @altunenes.bsky.social · 12/03/2026
some art shading stuff for unwind after work🙂 code: shadertoy.com/view/Ncf3WB #creativecoding
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