-
Notifications
You must be signed in to change notification settings - Fork 273
meetup.20260824
Thomas Mann edited this page Aug 25, 2026
·
1 revision
A 4h35m TiXL developer meet-up: blending text-based SDFs and their pitfalls, the new player export with shader caching, a particle session on lifetimes and attribute mapping (including a live bug hunt), dissecting an anaglyph stereo rig with live C# work on CamPosition, creating RemapVec3 on the spot, and the physical-space output-management board.
🆕 new feature · 🛠️ improvement · 📘 operator · 📝 walkthrough · 🧠 deep dive · 🍿 showcase · 🎯 planned · 💬 discussion ·
Chapters
- 0:00 📝 Warm-up: text as a height-map field (HeightMapSdf)
- 2:56 📝 Cropping and blending fields (CombineSDF, BlendSDFWithSDF)
- 5:17 🧠 Why blended SDFs shrink: ill-formed distance fields
- 7:30 📝 Looping a wipe with RepeatAxis
- 11:49 📝 Proper 2D text SDFs via JumpFloodFill + Image2dSDF
- 17:23 📝 Fast image inversion and teal-orange grades (Tint)
-
22:05
⚠️ Edge artifacts on texture-derived fields -
27:20
⚠️ JumpFloodFill lacks signed distances - 30:00 📝 Caching expensive branches with HasIntChanged
-
33:28
⚠️ NoiseDisplaceSDF is expensive per raymarch step - 36:58 🆕 Player export: root wrapping, settings, stripping
- 41:00 🆕 Shader caching: seconds instead of minutes
- 51:05 🛠️ Alpha splash, soundtrack clips and player fixes
- 58:42 🛠️ Auto-layout with G
- 1:14:40 💬 Q&A: SDF text costs, VAT characters
- 1:27:21 🧠 Particle lifetimes: TiXL vs. Unity's over-lifetime curves
- 1:29:24 📝 Emitting along text outlines (LineTextPoints, ResampleLinePoints)
-
1:35:10
⚠️ Default emit velocity and auto-derived lifetime - 1:38:28 📝 Over-lifetime fades via F1 + MapPointAttributes
- 1:41:17 📝 Sphere bursts, orientation axes and RepeatAtPoints
- 1:48:39 📝 Hot emissive colors, AGX tone mapping and glow
- 1:52:45 📘 AudioReaction: threshold, level, accumulated
-
1:55:05
⚠️ Hunting a lifetime wrap-around bug live - 1:58:35 🧠 NaN separator points and mapping over dead particles
- 2:09:55 🍿 An anaglyph scene with mouse-tuned eye distance
- 2:12:30 🧠 Stereo rigs: why ShiftCamera can't offset the eye
- 2:16:20 📝 Rendering twice with Loop + context variables
- 2:20:30 🧠 Eye separation vs. scene scale
- 2:28:22 💬 Toward a proper stereo camera design
- 2:31:20 📝 Packing the rig into a reusable symbol
- 2:36:30 📝 Extending CamPosition with a camera reference (live C#)
-
2:40:48
⚠️ Stale variables and force-invalidation - 2:45:19 🧠 How invalidation and caching actually work
- 2:59:12 🛠️ Console-log click behavior fixed
- 3:03:08 💬 Texture filtering: context settings vs. parameters
- 3:15:33 📝 Creating RemapVec3 live by duplicating RemapVec2
-
3:22:20
⚠️ Duplicated inputs need fresh GUIDs - 3:28:00 💬 Stylus support and a pen-input operator idea
- 3:38:22 📝 Trigger-played video via StopWatch
- 3:54:53 🎯 Output management: the physical-space board
- 4:13:20 💬 Operators vs. board entities; sharable venue setups
- 4:22:38 🧠 Composite outputs and resolution propagation
- 4:29:24 💬 Masks, domes and wrap-up
The user-facing documentation has moved to help.tixl.app. Edits made to pages on this wiki will be lost — please edit the sources under .help/docs/ in the main repo instead.
- Welcome
- Installation
- Introduction
- Basic concepts
- How TiXL works
- Video tutorials
- Keyboard shortcuts
- Exporting videos
- Exporting executables
- Live performances
- Presets and snapshots
- FAQ
- Operator reference
These pages stay here — they're for people building TiXL from source.
- Installing the dev build
- Coding conventions
- Operator conventions
- Developing operators
- Writing code ops
- Working with git
- Integration tests
- Manual testing plan
- Using RenderDoc
- Debugging the Player
- Visual Studio Code setup
- Standalone builds
- Release issues
- Audio roadmap
- Ideas for operators
- Transform gizmos
- Context variables
- Changing file-path format
- Updating the Home template
- Proposed breaking changes for main
- TiXL vs Tooll3
- Contributing
