Hey all.
It's been a while!
I've been working on something cool. I always get frustrated with painting software, it's slow, most of them work in 8 bit, and work in srgb, and the workflows haven't improved really that much for decades.
So I'm working on my own painting program, from scratch, using odin. The only library I'm using is a super fast ui layout library called clay, but rolling everything else myself.
The big trick, is I'll be doing all image manipulation on the gpu in compute shaders. Basically not even holding the image buffers in ram. This of course will mean that this program isn't at all suitable for low end hardware, but I don't care, I have a need for SPEED.
I have a lot more crazy stuff planned that nobody has ever done before, but i'll keep that stuff hush, until i have the core program with basic functionality running.
For now, this is showing the program with a 4096x4096 canvas, and a 500px brush, painting at around 900 FPS on a rtx 4070 ti
(kinda funny trying to show performance in a low fps gif i know)
![Image: https://us.v-cdn.net/5021068/uploads/editor/st/kiqe828znas3.gif](https://us.v-cdn.net/5021068/uploads/editor/st/kiqe828znas3.gif)
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Replies
You WILL be limited by vram, as you are using uncompressed half floats, but remember this is a painting program, not a design program. For people like me, I'd rather have a lower layer count, but the silkiest smoothest performance possible, over extreme flexibility. This is an experiment in uncompromising performance.
I'll keep an eye on your software ! Great work !
Does the focus on high performance mean that it would also behave well on lower-end GPUs, by limiting the canvas size accordingly for instance ?