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Add blog post announcing two new maintainers (#16)
* Add blog post announcing two new maintainers Fixes #6.
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blog/2024-11-06-new-maintainers.md

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---
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title: "Welcoming two new Rust GPU maintainers"
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authors: [schell, firestar99]
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tags: ["announcement", "leadership"]
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---
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# Welcoming two new Rust GPU maintainers
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We’re thrilled to introduce two new maintainers for the
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[Rust GPU](https://github.com/Rust-GPU/rust-gpu) project: **[Schell
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Scivally](https://github.com/schell/)** and **[Firestar99](https://github.com/Firestar99)**.
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Both bring experience in graphics programming, a deep understanding of Rust, and a
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passion for advancing GPU computing.
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<!-- truncate -->
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Here’s a bit more about each of them in their own words:
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## Meet Schell Scivally
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> I'm Schell Scivally, a game and graphics programmer living on the South Island of New
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> Zealand 🇳🇿🌴 with my partner and our two kids.
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>
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> By day, I work at [Narrative.so](https://narrative.so), where I use AI to streamline
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> photographers' culling and editing. Before moving here, I was a Haskell programmer in
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> the Bay Area of California.
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>
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> I’m also an [NLNet grantee](https://nlnet.nl/) working on Renderling, a cross-platform
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> GPU-driven renderer that runs on WebGPU. You can check it out at
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> [renderling.xyz](https://renderling.xyz).
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>
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> I use rust-gpu to debug shaders on the CPU while keeping all the benefits of Rust’s
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> development experience. It lets me shift a lot of work from the CPU to the GPU without
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> having to change or duplicate types! I’d love to see rust-gpu grow, get more
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> contributors, and become the foundation for a thriving shader ecosystem on crates.io.
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## Meet Firestar99
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> I go as Firestar99 online and am a graphics programmer and master's student from
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> Germany 🇩🇪.
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>
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> Currently, I'm in the process of finishing off my master’s degree with a thesis about
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> replicating UE5's Nanite in a custom engine written in rust. For those unfamiliar,
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> Nanite is a new approach to generate and render models with levels of details (LOD),
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> being the first to allow a single instance of a mesh to transition smoothly from
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> higher to lower levels of detail as it gets further away from the camera, without any
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> visible holes or seams in the model. In the context of rust, you may have heard of
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> [bevy implementing it as
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> well](https://jms55.github.io/posts/2024-06-09-virtual-geometry-bevy-0-14/).
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>
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> And of course I'm using rust-gpu for my shaders! By far the most important feature to
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> me is the ability to share datastructures across GPU and CPU code, which allows me to
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> preprocess my models in a seconds long offline bake directly into the GPU
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> representation, enabling me to load even the most complex models like
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> [bistro](https://developer.nvidia.com/orca/amazon-lumberyard-bistro) in half a second.
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>
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> On the way there I've made various additions to rust-gpu like [Mesh
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> shaders](https://github.com/Rust-GPU/rust-gpu/pull/44), [subgroup
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> intrinsics](https://github.com/Rust-GPU/rust-gpu/pull/14) and [reworking
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> `ByteAddressableBuffer`](https://github.com/Rust-GPU/rust-gpu/pull/17) as well as
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> rebasing a lot of existing PRs. In the future, I hope to be able to contribute my
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> bindless API specifically designed for rust-gpu and find a job in the industry,
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> hopefully associated with the project.
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<br/>
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Please join us in welcoming them to the team! Thanks to our new maintainers, Rust GPU
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now has four official maintainers.
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We’re eager to add more users and contributors to Rust GPU and will be working on
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revamping the onboarding and documentation soon. **To follow along or get involved,
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check out the `rust-gpu` repo on [GitHub](https://github.com/rust-gpu/rust-gpu).**

blog/tags.yml

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permalink: /announcements
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description: Announcements
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leadership:
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label: leadership
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permalink: /leadership
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description: Leadership
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demo:
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label: demo
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permalink: /demos

static/img/authors/firestar99.png

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