Praneeth Shetty
@ganimtron_10
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Building with abstractions on 1's and 0's
Joined December 2020
#fuiry 18: Implemented a new Ring Actor to replicate the vtkDiskSource. This geometry takes inner and outer radii, helping create both rings and solid disks (if the inner radius is zero). This component is crucial for building disk and ring sliders and is now merged.
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This server is FREE! @TeamShiksha Choose one of the paths. The "Builder Path" will: - Make you confident in handling prod code - Solve problems for actual users - Collaborate with others, grow together - May get you opportunities if you are consistent and active
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#fuiry 17: This week focused on finalizing the backward compatibility. The goal was to ensure both the legacy left-bottom and the modern top-left UI conventions are handled smoothly. Required multiple iteration, but the implementation is now great.
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In your 20s/30s, a message will find you… an invitation to an Impromptu! meetup. When it appears, don’t scroll past it. Say yes, step out, and meet those meant to cross your path. From that simple choice, a new idea may be born, or an old one may find its way back to life.
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#fuiry 16: Continuing with positioning, I am implementing Anchor Support for layout flexibility. This allows users to specify alignments (ie. Left Bottom, Top Right) and the system handles all necessary internal coordinate calculations and offsets.
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#fuiry 15: I am working on handling positions both Y-up and Y-down coordinates to maintain backward compatibility and support the new architecture, because v1 used Y-up (bottom-left start), whereas v2 will use Y-down (top-left start).
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#fuiry 14 Solved the scene refresh problem this week Since the scene was static, UI interactions weren't reflected automatically By recursing pygfx's request_draw function by requesting a draw call inside another helped queue the draw call and render it based on the FPS
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#fuiry 13: Refactored and Patched the UI Base, Rectangle2D and Disk2D v1 code to rapidly prototype v2 elements and understand the breaking points and changes needed to be done later. It helped in both ways understanding backward compatibility + reusability of v1 code.
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#fuiry 12: Watched @nicbarkeragain's clay and layouting video, absolute masterpiece to visually understand how flexbox like UI layouting works under the hood. Great explanation and superb animation.
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#fuiry 11: As now I have got a decent overview of pygfx, I was diving deep to understand the differences and changes between the VTK and pygfx to bridge those gaps.
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#fuiry 10: This week I was mostly exploring the current v2 implementation of the Scene & Window Management and architecting how would the new UI fit into it. Created a quick Implementation Doc to structure my thoughts.
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#fuiry 9: Moving a step further, Created a Tree UI POC which expands and collapses like an Accordion UI. File System tree is the best example of this UI Component, which I tried to replicate here.
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#fuiry 8: The bounds calculation and the repositioning according to the bounds of text inside the Tab Manager was causing it to offset, so simply replaced it with the current position of the underlying UI and it works perfect as everything is anchored from center in pygfx.
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The amount of raw knowledge and experience in this document is just 🤯🤯🤯🤯 https://t.co/UIvHZl2ANM
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#fuiry 7: Moving onto something more complicated, created a Tab Manager Window, but the text is completed offsetted, I am missing something crucial but unable to find what. Coming week would be all about resolving it.
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