<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: ianthehenry</title><link>https://news.ycombinator.com/user?id=ianthehenry</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Thu, 23 Apr 2026 18:39:28 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=ianthehenry" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by ianthehenry in "Shaders: How to draw high fidelity graphics with just x and y coordinates"]]></title><description><![CDATA[
<p>The next chapter is about SDFs, but it is not available yet.<p><a href="https://www.makingsoftware.com/chapters/rays-and-sdfs" rel="nofollow">https://www.makingsoftware.com/chapters/rays-and-sdfs</a></p>
]]></description><pubDate>Sun, 23 Nov 2025 15:32:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=46024293</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=46024293</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46024293</guid></item><item><title><![CDATA[New comment by ianthehenry in "How functional programming shaped and twisted front end development"]]></title><description><![CDATA[
<p>Bonsai is a frontend framework that models data as an explicit graph, separate from any “component hierarchy” or DOM structure. State can live anywhere in the application graph, whether or not it’s associated with DOM nodes, and you eliminate all of the “move this state to the parent to share it” ceremony by just having “components” return their views and “outputs” at the same time (if they want).<p>It’s pretty great and hard to imagine going back to a React-like component hierarchy.</p>
]]></description><pubDate>Sat, 04 Oct 2025 14:47:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=45473683</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=45473683</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45473683</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on? (March 2025)"]]></title><description><![CDATA[
<p>I'm working on adding something like <a href="https://graphtoy.com/" rel="nofollow">https://graphtoy.com/</a> to my lisp-based 3D art tool <a href="https://bauble.studio/" rel="nofollow">https://bauble.studio/</a>. It's really useful to visualize functions like this, especially when writing animation curves that vary over time.<p>It's easy to add it as a plain overlay over the screen if you're graphing a function, but I really want it to be able to plot arbitrary expressions with free variables where it just infers the axes, so you can just see values overload in the orthographic view (press alt-q to see that). That way you can just write something like (ss p.x 0 10 | graph) on any expression and visualize it as you go. I haven't quite figured out how to make it seamless though...</p>
]]></description><pubDate>Sun, 30 Mar 2025 21:04:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=43527620</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=43527620</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43527620</guid></item><item><title><![CDATA[New comment by ianthehenry in "Mountains, Cliffs, and Caves: A Guide to Using Perlin Noise for Procedural Gen"]]></title><description><![CDATA[
<p>If this kinda thing piqued your interest and you want to play around with this idea, paste the following code into <a href="https://bauble.studio/" rel="nofollow">https://bauble.studio/</a>:<p><pre><code>    (def octaves 4)
    (def lacunarity 2.00)
    (def persistence 0.50)
    (def period 100)
    (def height 40)
    (plane y (fbm octaves :f lacunarity :gain persistence perlin p.xz period * height)
    # try s/color/shade on the line below
    | color (ss p.y -20 0 blue (ss p.y 0 20 green white))
    | slow (20 / height)
    | intersect (sphere 200))
</code></pre>
(Using the terms from the article.) You can right-click and drag those numbers to see how the parameters affect the result in realtime. Also an easy way to compare perlin and simplex noise. Procedural terrain is fun!<p>Also while this uses 2D perlin noise -- you're just changing the height of a plane -- you can create some pretty detailed neat "rocky" terrain effects by using 3D perlin noise instead. Change "p.xz" to "p.xyz" to see what that looks like.</p>
]]></description><pubDate>Sat, 08 Mar 2025 06:33:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=43298014</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=43298014</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43298014</guid></item><item><title><![CDATA[New comment by ianthehenry in "Building Bauble"]]></title><description><![CDATA[
<p>okay, that's helpful. the "undefined is not an object" bit is definitely a function of the "failed to create webgl2 context" error -- it tries to reference it unconditionally. no idea why it can't create the graphics context in the first place, though (and not much to do without one)</p>
]]></description><pubDate>Sat, 11 Jan 2025 17:51:03 +0000</pubDate><link>https://news.ycombinator.com/item?id=42667552</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42667552</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42667552</guid></item><item><title><![CDATA[New comment by ianthehenry in "Building Bauble"]]></title><description><![CDATA[
<p>huh, that's no good. it works fine for me on safari 18.1. would you share the line that it's raising on? no other errors before that one?</p>
]]></description><pubDate>Sat, 11 Jan 2025 16:45:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=42667029</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42667029</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42667029</guid></item><item><title><![CDATA[New comment by ianthehenry in "Building Bauble"]]></title><description><![CDATA[
<p>I ordered them from sculpteo — the only service I could find that would do it. Very happy with everything I’ve gotten from them. It is very very expensive if you want to make anything large, but for small jewelry-scale stuff it’s not too crazy. The balloon is seven custom parts so that was pricey ($250 total?), but the other two models were around $50 each.</p>
]]></description><pubDate>Sat, 11 Jan 2025 14:41:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=42666190</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42666190</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42666190</guid></item><item><title><![CDATA[Building Bauble]]></title><description><![CDATA[
<p>Article URL: <a href="https://ianthehenry.com/posts/bauble/building-bauble/">https://ianthehenry.com/posts/bauble/building-bauble/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=42660942">https://news.ycombinator.com/item?id=42660942</a></p>
<p>Points: 205</p>
<p># Comments: 26</p>
]]></description><pubDate>Fri, 10 Jan 2025 22:22:15 +0000</pubDate><link>https://ianthehenry.com/posts/bauble/building-bauble/</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42660942</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42660942</guid></item><item><title><![CDATA[New comment by ianthehenry in "Janet for Mortals (2023)"]]></title><description><![CDATA[
<p>It's complicated; Calvin Rose was the original creator of Fennel ("fnl"), but I understand it was just a little side project that he made over the course of a week or so in college. Phil Hagelberg found the project years later and thought it was cool, took over as its maintainer, and basically turned it into the Fennel you know today. So it's like, kind of, I dunno, both things are kinda true.</p>
]]></description><pubDate>Wed, 27 Nov 2024 16:55:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=42257545</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42257545</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42257545</guid></item><item><title><![CDATA[New comment by ianthehenry in "Janet for Mortals (2023)"]]></title><description><![CDATA[
<p>hi, i am the author of this book and i agree with you. it's not a good connotation. i chose it because: 1. it is kinda memorable (look there are so many programming books with exactly the same name) 2. the language is named after an immortal being who guides mortals through the afterlife in the fictional property <i>the good place</i>, so there's some kinda connection. but i agree the implication that janet is somehow "hard" to learn or that the author is somehow "on a higher plane" is bad. i waffled on this a lot but never came up with another title i could stand and ultimately just pulled the trigger. (but note that i left myself some wiggle room with a neutral domain name.) i hope the tone of the book itself helps to counteract the title, but ya know who knows</p>
]]></description><pubDate>Wed, 27 Nov 2024 16:44:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=42257430</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42257430</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42257430</guid></item><item><title><![CDATA[New comment by ianthehenry in "Janet for Mortals (2023)"]]></title><description><![CDATA[
<p>delete the contents of the script and then refresh — you’ve loaded an old version of bauble before and have the old tutorial cached in localStorage :/</p>
]]></description><pubDate>Wed, 27 Nov 2024 15:09:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=42256662</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=42256662</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42256662</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>hey thanks!</p>
]]></description><pubDate>Mon, 30 Sep 2024 21:27:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=41702333</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41702333</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41702333</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>Thanks! Here's the source:<p><pre><code>    (color r2 (vec3
      (fbm 8 :f (fn [q] (rotate (q * 2) (pi * sin (t / 100)) + [t 0]))
        (fn [q] (cos q.x + sin q.y /)) q (osc t 30 30 10) | remap+)))
</code></pre>
Basically taking the function (1 / (cos(x) + sin(y))) and adding it to itself 8 times, each time scaling and rotating the input a little more (:f).<p>I'm curious if it looks the same on all GPUs because it kinda relies on floating point precision errors to give it that film-grainy textured effect. And it definitely divides by zero sometimes.</p>
]]></description><pubDate>Mon, 30 Sep 2024 16:59:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=41699427</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41699427</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41699427</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>Oh yeah if you clear localStorage like from dev tools, Bauble will re-save the script before refresh, putting it right back where it was. But if you like cmd-a backspace to empty the contents of the script and then refresh it’ll load the default.</p>
]]></description><pubDate>Mon, 30 Sep 2024 13:30:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=41696873</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41696873</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41696873</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>Depending on the data, maybe? SDFs aren't great at rendering large numbers of enumerated objects -- something like a point cloud would be prohibitively expensive, so I wouldn't think to use them for like traditional graphing.</p>
]]></description><pubDate>Mon, 30 Sep 2024 12:14:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=41696288</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41696288</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41696288</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>So if you've ever loaded Bauble before you might have a stale and no-longer-working version of the tutorial cached in localStorage -- if you just clear out the script and refresh it will restore the default one. If that's still erroring, please let me know!</p>
]]></description><pubDate>Mon, 30 Sep 2024 04:13:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=41693492</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41693492</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41693492</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p>oh yeah good point. i probably shouldn't link to that anymore. it's all on mastodon too! <a href="https://mastodon.social/@ianthehenry" rel="nofollow">https://mastodon.social/@ianthehenry</a></p>
]]></description><pubDate>Mon, 30 Sep 2024 00:13:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=41692110</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41692110</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41692110</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (September 2024)?"]]></title><description><![CDATA[
<p><a href="https://bauble.studio/" rel="nofollow">https://bauble.studio/</a> is a programmatic 3D art playground that I've been working on for a while now, and I'm pretty excited about it! It's based around signed distance functions, which are a way to represent 3D shapes as, well, functions, and you can do a lot of like weird mathematical distortions and operations that give you cool new shapes. Like average two shapes together, or take the modulo of space to infinitely repeat something... it's a really fun and powerful way to make certain kinds of shapes.<p>SDFs are very cool in general, and widely used in the generative art communities, but kinda hard to wrangle when you're writing shader code directly. They really are <i>functions</i>, but GLSL doesn't support first-class functions, so if you want to compose shapes you have to manually plumb a bunch of arguments around. So Bauble is essentially a high-level GLSL compiler that lets you model SDFs as first-class values, and as a result you can make a pretty cool 3D shape in just a few lines of code. And then 3D print them!<p>I need to do some actual work to promote and publicize it once I'm done with the documentation and implement a few more primitives, but it's very close!<p>The docs have lots of examples of the sorts of things you can do with SDFs: <a href="https://bauble.studio/help/" rel="nofollow">https://bauble.studio/help/</a><p>And for examples of some "art" that I've made with it recently:<p><a href="https://x.com/ianthehenry/status/1839061056301445451" rel="nofollow">https://x.com/ianthehenry/status/1839061056301445451</a>
<a href="https://x.com/ianthehenry/status/1839649510597013592" rel="nofollow">https://x.com/ianthehenry/status/1839649510597013592</a>
<a href="https://x.com/ianthehenry/status/1827461714524434883" rel="nofollow">https://x.com/ianthehenry/status/1827461714524434883</a></p>
]]></description><pubDate>Sun, 29 Sep 2024 22:24:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=41691318</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41691318</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41691318</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (August 2024)?"]]></title><description><![CDATA[
<p>Yep! It just outputs GLSL. It doesn't do anything smart -- it's a single giant shader that gets recompiled whenever you change anything, so it wouldn't really work for something like a game. I mean, it could handle like basic instancing of the form "union these N models, where N<256" but there's no way to change the scene graph dynamically.</p>
]]></description><pubDate>Sun, 25 Aug 2024 05:54:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=41344758</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41344758</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41344758</guid></item><item><title><![CDATA[New comment by ianthehenry in "Ask HN: What are you working on (August 2024)?"]]></title><description><![CDATA[
<p><a href="https://bauble.studio/" rel="nofollow">https://bauble.studio/</a> is a lisp-based procedural 3D art playground that I hacked together a while ago. It's fun to play with, but it's a very limiting tool: you can do a lot to compose signed distance functions, but there's no way to control the rendering or do anything "custom" that the tool doesn't explicitly allow.<p>So lately I've been working on a "v2" that exposes a full superset of GLSL, so you can write arbitrary shaders -- even foregoing SDFs altogether -- in a high-level lisp language. The core "default" raymarcher is still there, but you can choose to ignore it and implement, say, volumetric rendering, while still using the provided SDF combinators if you want.<p>The new implementation is much more general and flexible, and it now supports things like 2D extrusions, mesh export for 3D printing, user-defined procedural noise functions... anything you can do in Shadertoy, you can now do in Bauble. One upcoming feature that I'm very excited about is custom uniforms and embedding in other webpages -- so you can write a blog post with interactive 3D visualizations, for example.<p>(Also as a fun coincidence: my first cast bronze Bauble arrived today! <a href="https://x.com/ianthehenry/status/1827461714524434883" rel="nofollow">https://x.com/ianthehenry/status/1827461714524434883</a>)</p>
]]></description><pubDate>Sun, 25 Aug 2024 00:53:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=41343357</link><dc:creator>ianthehenry</dc:creator><comments>https://news.ycombinator.com/item?id=41343357</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41343357</guid></item></channel></rss>