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Stuart Carnie

@stuartcarnie.bsky.social
1.1K followers 84 following 78 posts

InfluxData • Godot • OpenEmu • Swift • Rust • C++ • macOS • iOS • Metal • He / Him • Based in 🇦🇺

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Stuart Carnie @stuartcarnie.bsky.social · 05/09/2026
Sorry these things happened to you and your team. Completely unacceptable behaviour.
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Stuart Carnie @stuartcarnie.bsky.social · 15/07/2026
Wow, very cool!
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Stuart Carnie @stuartcarnie.bsky.social · 15/07/2026
Running 27?
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Stuart Carnie @stuartcarnie.bsky.social · 18/01/2026
That could be a nice win if 2D batching can be used. Separate textures prevent that, but if you are rendering multiple sprites from the same texture, 2D batching can often be used by the engine.
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Stuart Carnie @stuartcarnie.bsky.social · 18/01/2026
Even Protobuf in Go was pretty painful. It is much better in Rust. I've not looked at the APIs for Capn' Proto and Flatbuffers in Rust, but definitely curious
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Stuart Carnie @stuartcarnie.bsky.social · 27/12/2025
4 of N #flowerfridayfamily
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Stuart Carnie @stuartcarnie.bsky.social · 27/12/2025
3 of N #flowerfridayfamily
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Stuart Carnie @stuartcarnie.bsky.social · 27/12/2025
2 of N #flowerfridayfamily
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Stuart Carnie @stuartcarnie.bsky.social · 27/12/2025
Oh boy, it is summer and we have a lot of flowers #flowerfridayfamily
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Stuart Carnie @stuartcarnie.bsky.social · 17/10/2025
More flowers from the garden #flowerfridayfamily @jennycarnie.bsky.social
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Stuart Carnie @stuartcarnie.bsky.social · 28/09/2025
#flowerfridayfamily
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Stuart Carnie @stuartcarnie.bsky.social · 12/09/2025
Great article on SDFs medium.com/@victorbaro/...
medium.com
SDF in Metal: Adding the Liquid to the Glass
In the past I covered how to create a “simple” refractive glass effect using Metal shaders, as well as how to apply interesting overlay…
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Stuart Carnie @stuartcarnie.bsky.social · 09/09/2025
Writing a Metal 4 driver for @godotengine.org, and Xcode 26 RC doesn't support profiling Metal 4. Bring on Xcode 26.1!
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Stuart Carnie @stuartcarnie.bsky.social · 14/08/2025
Ouch…
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Stuart Carnie @stuartcarnie.bsky.social · 02/07/2025
Nice bump in fog volume performance for Apple GPUs github.com/godotengine/...
github.com
Metal: Use image atomic operations on supported Apple hardware by stuartcarnie · Pull Request #108028 · godotengine/godot
Metal is capable of atomic image operations on supported hardware, so this PR enables it at runtime when the support is available. 🗒️ Changes Added image atomics feature to RenderingDevice 🚀 Chang...
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Stuart Carnie @stuartcarnie.bsky.social · 20/06/2025
Very cool!
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Stuart Carnie @stuartcarnie.bsky.social · 20/06/2025
Protea #flowerfridayfamily Tasmania, Australia
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Stuart Carnie @stuartcarnie.bsky.social · 20/06/2025
Looks amazing!
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Stuart Carnie @stuartcarnie.bsky.social · 07/06/2025
I just had Claude write it's own MCP server in Python so that Claude can verify compilation in my @godotengine.org dev environment. Did all this in about 30 minutes from start to finish, having never written an MCP server before. Unreal.
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Stuart Carnie @stuartcarnie.bsky.social · 05/06/2025
Gosh - what a shit show we are about to witness 🍿
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Stuart Carnie @stuartcarnie.bsky.social · 05/06/2025
Want to support official builds of visionOS for @godotengine.org, but alas clang was failing to properly recognise visionOS availability (as a derivative of iOS) (github.com/llvm/llvm-pr...). Solution, patch llvm 😎
github.com
LLVM/Clang does not process visionOS (xros) availability correctly · Issue #142502 · llvm/llvm-project
The following snippet of Objective-C code, which declares the typedef as available on watchOS, and unavailable on iOS, macOS and tvOS platforms: #import <Foundation/Foundation.h> API_UNAVAILABLE(vi...
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Stuart Carnie @stuartcarnie.bsky.social · 05/06/2025
Looks amazing
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Stuart Carnie @stuartcarnie.bsky.social · 27/05/2025
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Stuart Carnie @stuartcarnie.bsky.social · 19/05/2025
WTF - that is frightening
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Stuart Carnie @stuartcarnie.bsky.social · 15/05/2025
This is unconscionable
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Stuart Carnie @stuartcarnie.bsky.social · 11/05/2025
100% agree with this
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Stuart Carnie @stuartcarnie.bsky.social · 05/05/2025
Not having much luck with couriers 😅
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Stuart Carnie @stuartcarnie.bsky.social · 04/05/2025
My office view (and my home)
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Stuart Carnie @stuartcarnie.bsky.social · 04/05/2025
Latency macOS IPC (Mach ports, UDS and TCP), 64-byte messages, 100000 iterations: ``` Mach IPC latency: 4.13 µs Mach IPC throughput: 15.48 MB/s uds latency: 4.15 µs uds throughput: 15.42 MB/s tcp latency: 14.74 µs tcp throughput: 4.34 MB/s ```
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Stuart Carnie @stuartcarnie.bsky.social · 02/05/2025
@godotengine.org is getting first-class embedding support for macOS. The PR has some short clips showing full support: github.com/godotengine/...
github.com
macOS: Embedded window support. by stuartcarnie · Pull Request #105884 · godotengine/godot
Embedded window support for macOS. This feature is implemented using CARemoteLayer, which is similar to how we implemented it for OpenEmu. This works by creating a CALayer in the child process and ...
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Stuart Carnie @stuartcarnie.bsky.social · 23/04/2025
Godot editor embedding for macOS @godotengine.org #godot #macos
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Stuart Carnie @stuartcarnie.bsky.social · 07/04/2025
Heh - backing scale factor and draw surface size vs window size.
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Stuart Carnie @stuartcarnie.bsky.social · 07/04/2025
I read another about a young British lady that was locked up for 19 days 🥺
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Stuart Carnie @stuartcarnie.bsky.social · 06/04/2025
Scary AF, Steph 😮
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Stuart Carnie @stuartcarnie.bsky.social · 26/03/2025
Pretty
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Stuart Carnie @stuartcarnie.bsky.social · 16/03/2025
Ooh, yaay 🥰
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Stuart Carnie @stuartcarnie.bsky.social · 16/03/2025
Turns out they are general improvements to 4.5, and even higher than my original tests vs 4.4. 4.5 has some very nice perf improvements.
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Stuart Carnie @stuartcarnie.bsky.social · 15/03/2025
Added dynamic buffer support to Metal for @godotengine.org, building on Matias' work. Observing an impressive improvement! github.com/godotengine/...
github.com
Add Persistent Buffers and Push Constants by darksylinc · Pull Request #103779 · godotengine/godot
This work is a heavily refactored and rewritten from TheForge&#39;s initial code. TheForge&#39;s original code had too many race conditions and was fundamentally flawed as it was too easy to incur ...
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Stuart Carnie @stuartcarnie.bsky.social · 14/03/2025
Flowers blooming in Autumn in Tasmania #FlowerFridayFamily
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Stuart Carnie @stuartcarnie.bsky.social · 07/03/2025
Glad to hear it has made an improvement 🎉
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Stuart Carnie @stuartcarnie.bsky.social · 07/03/2025
That’s fantastic news!
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Stuart Carnie @stuartcarnie.bsky.social · 06/03/2025
That makes sense to me too - they are a different concept altogether and would reduce confusion.
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Stuart Carnie @stuartcarnie.bsky.social · 05/03/2025
What do you think about an initial pass that is just Global Editor Addons? Addons that customise the Godot editor?
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Stuart Carnie @stuartcarnie.bsky.social · 19/02/2025
Presume we just tag flower photos with the flowerfridayfamily tag?
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Stuart Carnie @stuartcarnie.bsky.social · 18/02/2025
Yes, they are mine from around @jennycarnie.bsky.social and my 3.6 acre property. How do we join?
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Stuart Carnie @stuartcarnie.bsky.social · 10/02/2025
You’re right, I am sure it is a lot. My real question is I would just like to learn some of your workflow 😆
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Stuart Carnie @stuartcarnie.bsky.social · 09/02/2025
Love to know what your Blender settings are for all your demos. Would be fun to replicate it for learning.
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Stuart Carnie @stuartcarnie.bsky.social · 09/02/2025
I remember those days. An 89x50 pixel image in Povray used to take over an hour!
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Stuart Carnie @stuartcarnie.bsky.social · 02/02/2025
Dinner plate dahlia! We have a couple of those too!
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Stuart Carnie @stuartcarnie.bsky.social · 01/02/2025
We have so many varieties! @jennycarnie.bsky.social loves them (as do I)
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