← All posts
#ui
2 postsAllpulsarrusthelioarchitecturegraphicsgame-engineoptimizationeditorreflectionblueprintuiwgpuaicompilerdatabaseecsfilesystemgpugpuigraphymaterialspbgcpsgcrenderingscenedbshaderswgsl
Latestrustuiarchitecture
Making GPUI Fast: A Compositor Thread, an Overscroll Buffer, and Why Browsers Don't Re-Render on Scroll
How we're planning to pull a CoreAnimation-style compositor thread and a browser-inspired overscroll buffer into GPUI to move essentially all rendering work off the main thread — and why scrolling a massive list should cost near-zero CPU time.
rusthelio
Editor Gizmos: 3D Transform Manipulation in Rust
A technical walkthrough of Helio's editor gizmo system — how translate/rotate/scale handles work, the ray intersection picking for handle selection, the axis-aligned rendering, and how everything integrates with the debug draw pipeline for zero-cost editor visualization.
·20 min