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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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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 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 photographers' culling and editing. Before moving here, I was a Haskell programmer in 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 GPU-driven renderer that runs on WebGPU. You can check it out at [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 development experience. It lets me shift a lot of work from the CPU to the GPU without having to change or duplicate types! I’d love to see rust-gpu grow, get more 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 by Firestar99 online, and I’m a graphics programmer and master’s student from Germany 🇩🇪.
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>
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> Right now, I’m finishing up my master’s thesis, which is all about replicating UE5’s Nanite in a custom engine written in Rust. If you’re not familiar, Nanite is a new approach to generating and rendering models with levels of detail (LOD). It allows a single mesh to transition smoothly from high to low detail as it moves away from the camera, without any visible holes or seams. You may have seen similar ideas in the Bevy game engine.
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>
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> Naturally, I’m using rust-gpu for my shaders! The best part, for me, is being able to share data structures across GPU and CPU code. I can preprocess models in an offline bake, save the GPU representation, and load even huge models like the Bistro in under half a second.
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>
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> Along the way, I’ve added [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 improved
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> [`ByteAddressableBuffer`](https://github.com/Rust-GPU/rust-gpu/pull/17) in rust-gpu,
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> along with rebasing a bunch of PRs. In the future, I’d love to contribute a bindless
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> API for rust-gpu and find a job in the industry, ideally working with rust-gpu itself.
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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 `rust-gpu` 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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