







When creating plugins, such as my old Shader Forge, or now, Shapes, you generally want it to look and feel native, as well as being…
Features-as-Plugins First Transitions Into Features-as-Projects
Last year, I identified key factors that suggested the features-as-plugins first model was falling apart. A lack of communication, direction, buy-in from core developers, and synchronized developme…

CSS is filling the gaps with rules. A way to style gaps in grid and flex. | utilitybend
A practical walkthrough of CSS gap decorations: column-rule, row-rule, rule-break, rule-inset, rule-visibility-items, repeat(), and animation.

GitHub - unxok/obsidian-better-properties: New types and features seamlessly integrated (when possible) with Obsidian's core Properties feature.
New types and features seamlessly integrated (when possible) with Obsidian's core Properties feature. - GitHub - unxok/obsidian-better-properties: New types and features seamlessly integra...
Mesh Outlines Without Post-Processing in Unreal Engine
Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before – but it’s interesting enough to cover it regardless for Unreal Engine...

Let’s Play With Gap Decorations!
The `rule` (and friends) CSS property allows us to draw markers (like borders) in the gaps between columns and rows (and flex items!)
Don’t Like It? Code it Yourself!
Have you ever considered paying for, or sponsoring, a * bug fix * new feature * plugin * small tweak to existing functionality ... for software that you use? I don’t mean waiting for a new release of the software, which will contain a bunch of new features you may or may not care
Iterating on Feature Plugins
Feature plugins appeared in the wake of the 3.6 release cycle, in which two large efforts were reverted before the final release: a UI for content using post formats and a refreshed aesthetic for t…

Unreal Scoop: Making a “Compiling Shaders…” Screen
Unreal has a reputation amoung the ill-informed for being plagued by shader compilation stutter. As an attribute of Unreal itself, this is basically made up – devs are just not always doing what they are supposed to do pre-ship to avoid this issue. I’ll elaborate, but basically, to avoid compiling shaders during gameplay, you want to do it up-front, like during an initial loading screen, which maybe says “Compiling shaders” on it, and not let the player begin until it’s done. To do that last part properly, you need a little bit of C++. I had to do this for InFlux Redux recently, so here’s mine.

Preparing to build on Polkadot
We previously outlined the main reasons why we think Polkadot will be attractive to developers by tackling the most critical issues…
sugarcube
Design tokens, generated CSS, and optional components. Build front ends on strong, reusable foundations.

Maintain the unmaintainable - a Hugging Face Space by transformers-community
This application visualizes how over 400 machine learning models in the Transformers library are connected and related to each other. Users can see which models are derived from or import features ...
Making indie games with Gleam (w/ NNB)
it's so crazy, sometimes you feel like everything has already been invented and then something pops up that is so obviously like 'why didn't we do this 50 years ago?' would love to see how they're doing the multipart mold - internal bossed measurements and lines would likely be separate segment(s)?