SPIRV layout checking for Rust

Less error-prone CPU <-> GPU data transfer.

Isn't it just great when the GLSL compiler adds unexpected padding between fields in a buffer, and the only way you can tell is that your rendering is broken in weird ways? Having lost a couple of hours to one such bug, I decided I needed a way to quickly catch that sort of error.

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Hello, World!

Once more unto the breach.

I'm afraid there's not much to be seen here, for the time being. It was past time I had an actual website, so here one is.

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Playfab Game Jame Postmortem

Beginners luck, I guess.

Tangerines with googly eyes

A couple of weeks ago I participated in a 48-hour game jam hosted by PlayFab here in Seattle, with fellow procedural planet veteran Alex Peterson, my good friend and composer Leo Langinger, and the fortunate last minute addition of artist Brent Rawls.

We were both surprised and excited to have won this game jam, especially given the number and quality of competing entries.

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Permanence (or a lack thereof)

Impermanence in the digital age.

When Google VP Vint Cerf warned that increased dependence on technology could lead to a 'digital dark age', he merely echoed the concern of everyone involved in the preservation of information in a digital world. While it is expedient to dismiss his claim as sensationalist and/or paranoid, Google's announcement yesterday that they are closing down the Google Code source code repositories provides an unfortunate echo to his cries.

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