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pycraftdev.bsky.social
PycraftDev
@pycraftdev.bsky.social
85 followers 34 following 1.9K posts
I am the lead developer behind PMMA and Pycraft and here to improve application development in Python, with a bit of art and fun thrown in!
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Hello! I replied to this a similar response to this in a reply just a few days ago (this isn't a new update, we aren't that fast - yet!)

If you want I can copy and paste that response here, I was initially going to attach a link but that doesn't seem possible from the Android app at the mo.
... User base just isn't going to get off the ground.

By combining all this together we can ensure we are providing as much information as we can about the API to you, and ensuring if you do encounter anything unexpected, we can help.

How is that for user friendly!
... But also begins the process of refining the features we have added to ensure that the end user experience is as solid as it can be.

PMMA may be lightning fast and easy to use, but if it ends up being more trouble than it's worth then PMMA's...
... Input.

And look, without saying as much, I have perfectly defined a detailed process of reflection for us looking closely at the API.

But what does this mean for you? Well PMMA 5 implemented a lot of features. PMMA 5.1 then expanded to that...
... It's limits.

Then we can test our processes to address people's input and overall make not just the documentation better, but the API more robust, our testing process more thorough and standardising our approach to dealing with other people's...
.. It, along with any potential improvements we might want to add to the feature later on.

This is for us simply a formality, however it allows us to put ourselves in the shoes of the end user, experimenting and testing the API, and finding out...
...
For us this is especially so, as because when we go through and write the documentation for PMMA, we are also writing tests to ensure that portion of the API works.

Then if we find an issue, we are going through the formal process of logging...
Typically in software developing, documentation is the process of detailing how to use your product.

Its a great opportunity to go through everything you have made, evaluate it's function and justify its reason to exist in your product.

...
Writing the documentation for PMMA is a lengthy process.

But perhaps it's supposed to be. If we rush it, we don't get the opportunity to do what really the point of documentation is really all about.

Reflection.

Let's discuss this today!
... Text rendering and video playback, so that in PMMA 5.2 we can begin to introduce new concepts to PMMA, focusing on 2D design. Like theme selection (not just light and dark mode, but completely changing the look of your UIs) and of course adding in UI elements like buttons sliders and more! :D
Thank you for your interest!

PMMA 5 was a major rewrite of the API for us, moving a large portion of the API from Python to C++.

PMMA 5.1, our currently in development version fixes and refines PMMA 5, fixing bugs, improving documentation and adding and improving features like...
Reposted by PycraftDev
It’s great to see regular updates; consistency builds trust. What specific features or improvements are you most excited about in the next release? Focusing on user feedback can help prioritize what really matters to your community.
...

All of this initial groundwork is coming in PMMA 5.2, along with our continued iterative improvements to the documentation which is really starting to come together (although there is still a lot to do!)

...
... Include PSL with all future versions of PMMA but for our published versions it will be temporarily disabled until it's complete.

You will be able to test the feature out by compiling PMMA yourself using our new compilation guide.

...
... This with nothing to back it up with either. We have working examples of PSL in action in PMMA, although it's going to take a while before we consider this feature ready to be integrated in the published PMMA API.

For this reason we will...
... Process will also quickly identify issues with your shader which are less clear when they are compiled by BGFX, and can even spot potential graphical issues which could save you a lot of very challenging shader debugging.

We aren't saying all...
... Shader language.

However, we also use the translation from PSL to BGFX shaders to also automatically optimise the core you have written so before it is even compiled it has been specially optimised.

There is more too, as the translation...
... Is that regardless of which language you choose your PSL code to mimic (that's Python 3 or C++) we translate your shader into BGFX shaders, then compile those all completely transparently so you get to keep the performance of writing in the BGFX...
... Creating shaders.

This is great, but with our switch to BGFX the process of writing shaders has become slightly more complex.

So, we will be supporting both BGFX shaders as well as our own PSL shaders.

What really makes this feature special...
... Of Python and PMMA will convert it into a custom shader.

The same also applies for C++, but get this - you can write C++ style PSL shaders for a Python program.

Before PMMA 5, we used OpenGL for our graphics backend, which uses GLSL for...
So, the PMMA Shader Language (or PSL as we will now reference it) allows you to write custom shaders, in the language you are using for the rest of your application.

If you are using PMMA's Python API, then you can use PSL to write a variant...
PMMA is all about bringing all the tools you need to make your application together into one place.

Except there is one small outlier. Shaders.

In today's PMMA progress update, lets refine our idea for the PMMA Shader Language!