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Hugo Daniel is the author and namesake of the site. The website showcases his ideas and software experimentations, presenting projects and thoughts related to software and related experiments.

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The blog post explores the practical limits of WebGPU shaders that are not specified in the WGSL documentation. The author conducts various tests on shader limits, including string length, expression depth, and function call depth...
The blog post discusses the exploration of limits in WGSL shader code, particularly focusing on how to manipulate shader code strings and test various limits set by the WebGPU specification. The author shares insights from their e...
The blog post discusses the author's journey in developing a 'Grid Generator' project using WebGL 2, focusing on creating an infinite grid of squares. It details the challenges faced with WebGL 1, including performance issues and ...
boreDOM is a minimal JS framework designed to optimize LLM workflows by emphasizing machine-editable structures and operational clarity over traditional human-readable code.
LLM Experience (LX) redefines frontend architecture to enhance collaboration with LLMs by prioritizing discoverability and traceability over traditional human-centric design principles.
The post discusses the use of custom HTML tags to manage application state in a declarative manner, particularly in the context of a todo app. It explores how to represent state using JavaScript objects and how to structure HTML t...
The blog post discusses the behavior of the Shadow DOM in HTML and explores the possibility of reversing its default visibility. It explains how the Shadow DOM encapsulates content, preventing original tag children from being disp...
PNGine is a minimal engine that packages WebGPU shaders into portable PNG files for easy sharing and execution across platforms.
The blog post discusses the concept of a virtual assistant named Cliddy, which is designed to have a distinct personality, potentially even an antagonistic one. The author reflects on the evolution of virtual assistants from helpf...
The post introduces a WebGPU application that allows users to create WGSL shaders by adjusting sliders to increase complexity. It discusses the importance of understanding compilation times and shader complexity in rendering pipel...
The blog post discusses three techniques for testing Web Components, emphasizing the challenges posed by their asynchronous nature and encapsulation through Shadow DOM. The author shares practical solutions for running tests in a ...
The article introduces 'shader-canvas', a graphics framework developed from the author's experiments with Web Components and WebGL. It discusses the importance of understanding the WebGL API directly, despite the popularity of lib...
The post explores the creation of dynamic tags using Web Components in JavaScript. It discusses the concept of anonymous classes and how they can be utilized to define multiple tag names for the same class, overcoming limitations ...
The author reflects on their journey of creating color pickers over the past decade, highlighting their unique challenges and the aesthetic difficulties faced as a developer. They discuss the evolution of color pickers, comparing ...
This blog post discusses the concept of sub-pixels in the context of developing a motion design app. It explores the challenges of representing pixels in drawing and animation applications, emphasizing the common practice of using...
The post explores the integration of the Entity Component System (ECS) pattern with WGSL shaders, focusing on how to manage ECS state using GPU capabilities. It outlines the basic concepts of ECS, where entities, components, and s...
The author shares their frustrating experience of being banned from the AI tool Claude for automating project scaffolding, criticizing the lack of support and communication from the organization.
Miniray is a WGSL shader tool that minifies, validates, and reflects code, enhancing shader development and addressing challenges faced during the Inércia Demoparty.
The article is a compilation of posts exploring Web Components, focusing on unconventional practices and their application in shader-canvas, a WebGL API abstraction. It covers various topics including avoiding the constructor in W...
The post discusses the creation of 'boreDOM', a new JavaScript framework designed to simplify DOM manipulation by allowing developers to reuse existing HTML, CSS, and JS files. The author explains the framework's core idea of usin...
The blog post discusses the author's journey in creating a simple color palette generator, motivated by a desire to find harmonious color combinations. It explains the process of generating a palette based on a root color using HS...
The post discusses the author's experiences and insights while experimenting with Web Components, focusing on their life-cycle methods related to initialization. It explains how Web Components function as JavaScript classes that e...
The post introduces a new Deno module called the <deno> tag, which allows users to preprocess HTML files by executing Deno commands directly within the HTML. The author discusses the advantages of Deno over Node.js, including its ...