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Wirenux

@Wirenux

Joined June 6th, 2026

  • 178Devlogs
  • 10Projects
  • 12Ships
  • 163Votes
A french teen :yay: https://github.com/wirenux
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4h 54m 1s logged

Devlogs Nº3

In this devlogs I have done a lot of little things like those : :yay: :sho:

  • A file opener at start of the app :file-explorer:
  • A tooltip for each atoms with : Name, Symbol, Radius and Molar Mass
  • New molecule like: cocaine, vitamin C, etc…
  • With CMD+O / CTRL+O it’s open a file explorer (on windows, macOS and Linux) :files-dev:
  • A new macOS and windows menu for shortcuts :shortcuts:
  • Space to make the molecule rotate automatically :rotatingparrot:
  • + and - key can now modify the speed of auto rotate :speed:
  • R reset the camera position
  • Pan movement to move the camera position (x, y, z) :blobby-camera:
  • Fix some bugs :orpheus-fixing-bugs:
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4h 2m 5s logged

Devlogs Nº2

So in 4 hours a lot has been done :yay: :yippeee: .
Basically I finished all the Math part :yippeeyay: . And here is a list of everything I added:

  • A new camera control, the Orbital camera (like in 3D CAD software or KSP)
  • A scroll limit based on the farthest atom from the center
  • A SDF parser (to display each atoms and bounds via a single file) :nice100: So you can import every molecule you want !
  • Some optimization :perfect:
  • Now atoms have colors (if the atom don’t have a implemented color it will just be a bright magenta) and different radius (like in the vdm representation) 🎨
  • A way BETTER lightning system :light-prism: (now you don’t even see the “edge of the UV sphere and the cylinder)
  • A new file structure
  • The name of the molecule in the title bar (and if there is no name in the custom array it just print his CID)

Here are some picture of it. In this picture there is water (H2O) and caffeine (which is way more complex)

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7h 2m 44s logged

Devlogs Nº1

So… Yeah this is a pretty big devlogs, and the first one :yay: In this project I will create an app to see molecule in 3D all from scratch.

From the software rasterizer to the .SDF file parser and a lot more.

So in this devlogs I added a lot of the 3D basic of the program. Firstly I tried rendering the Vertex (3D point) of a cude then the triangle and fill the triangle. And redo the same with the UV Sphere and Cylinder (the uv sphere will be the atoms and the cylinder the bonds).

The color of each “object” can be changed quite easly. I also added basic ambient lighting.

I have also done a LOT of optimization (since this run on the CPU)

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DMGTile v2 - GPUI Rewrite

This version is a full rewrite of the UI (and some other functionality) with GPUI (the framework that Zed use).

I kept every feature from the v1, 128-tile projects, undo/redo, copy/paste/cut, .dmgtile save/load, .bin and .c export, all the drawing tools.

And rebuilt the interface from scratch with a pixel-art aesthetic: pixelated corner on every panel, a pixel font, and cached GPU textures for thumbnails and previews.

What I added in this version ?

  • Toast notifications for save, export, and error feedback
  • Native macOS menu bar with File / Edit / Help, plus a matching in-window bar on Windows and Linux
  • Real app icon
  • Optimized tile list that only renders visible tiles, so scrolling stays smooth

I also added the toast notification (compared to V1)

The app is now more macOS compliant, I was able to add the top bar with the classic : File, Edit, View, Help etc… I was also able to put a icon !

What can I do now ?

Everything you need to know is in the README.md or in the GitHub Release

This might sound like a little update but the rewrite took me around 17 hour so…… thank you for reading ❤️

(I even made a cute little icon :D )

  • 9 devlogs
  • 16h
  • 11.12x multiplier
  • 183 Stardust
Try project → See source code →
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56m 29s logged

This is the last devlogs for DMGTile. AKA the V2 Release :yay: :yippeee: . I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye :byee:

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1h 41m logged

After 1h40 of headache I FINNALY added a menu bar to Linux and Windows :yippeee: .

At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app)

I even created a quick Dockerfile to test on my mac the linux build.

I also added the export to .c and .bin

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2h 34m 19s logged

In those 2h30 I’ve done a lot of thing :big-eyes:

The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit :yay: :yippeee:

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1h 3m 33s logged

This is a short update because I fix some little bug like : :little_autism_creature: :yay:

  • Alignment on the tile list (with the number)
  • Not getting the little shortcut sign on macOS

And I added:

  • Toast notification style with error color or success color
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1h 59m 39s logged

In 2 hours I added 2 big thing :yep:

  • The Copy/Paste/Cut integration
  • The tool bar
  • Icon for the toolbar

The icon was pretty long to make (because i suck at drawing… :heavysob: ) And implementing the tool bar too.

Here are some picture of the icon and the toolbar

(I use Aseprite btw)

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28m 13s logged

This is a very very little update :shy: I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)

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5h 21m 54s logged

A Lot of thing happen in 5h20 :wtff: :yay:

I create a custom UI with Game Boy related color, custom button, border, font, etc…

For now I have the drawing zone, the preview, the tiles list, the shade selector and tools

To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools

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33m 8s logged

Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice :yay:

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1h 49m 25s logged

I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it :yay: . So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)

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What is this ?

DMGTile is a Gameboy Tile Editor/Designer build in Rust. Basically it’s a drawing program for Gameboy game.

Why ( °ヮ° ) ?

The idea for this project came from GBTD (Gameboy Tile Designer), who is Windows only and kinda old… So I recreated it from-scratch in Rust, so it can run on Linux, Windows & macOS without Wine (or equivalent). And all of this with the same features as GBTD.

Core Features ( ദ്ദി ˙ᗜ˙ )

Editor

  • Pixel Painting: Use the mouse to paint ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
  • Bucket Fill: A classic flood-fill tool
  • Transform Tools: You can flip, rotate, move the active tile
  • Live Previews: A little 4x4 grid to preview the active tile in a pattern (e.g: a background)
  • Cached Texture Rendering: Tile textures are cached and only rebuilt when a tile is modified

Project Management

  • Multi-Tile Support: You can draw up to 128 tiles per project file (you can scroll the list on the right of the screen to change tile)
  • Undo/Redo: Each action is store in a stack, so you are able to undo or redo an action !
  • Copy/Paste/Cut: Duplicate or move tile data between slots (in the same project)
  • File Format: Each project is saved in .dmgtile (JSON), storing only the modified tiles while preseving the tiles ID
  • Keyboard Shortcut: Full Cmd/Ctrl support for New Project, Open, Save, Undo, Redo, etc… Even the tools have there own shortcut

Export

  • .bin Export: Exports all the modified tiles into the Gameboy’s native 2bpp format
  • .c Export: Exports all the modified tiles as a C array, with configurable array name (Can be used with GBDK)
  • Selective export: Only the modified tiles are written out

Okay… but how to test it ?

There is multiple way to test DMGTile but the easiest is to go to the Github Release and download the program for your OS ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧

Then you can launch it and start drawing ! You can also try the export part to a .bin or .c file (you can see the note.md file on github, it’s my personal note when I was building DMGTile)

Thank you

Just a little thank you ❤️

(Every things you need is probably in the README.md)
(I even made a cute little icon :D )

  • 12 devlogs
  • 15h
  • 13.92x multiplier
  • 211 Stardust
Try project → See source code →
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1h 9m 42s logged

This might be the last devlogs before Ship Nº1 :yay:

After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it !

I released v1.0.0 :yippeee: ! I added those warning about Windows Defender and Apple GateKeeper !

I also added the --dev flag to get the dev menu and finished the README.md

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59m 47s logged

I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)

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1h 17m 11s logged

After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤 :yay: :yesyes: ). I designed it all by my self :yippeee: . Also I added some “toast” for a better UX.

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44m 41s logged

This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !

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