GeezerVisonThe World Wide Web, restored to 800 pixels of glory. |
| Home|About|Gaming cabinet|Archives|How it works|Starter sites |
GeezerVison is showing handmade.network — Handmade Network We make software by hand. The Handmade Network is a community of programmers inspired by Handmade Hero. We love programming, we like to reinvent the wheel, and we like understanding how our software works at a low level. In a software industry dominated by bloat, waste, and slop, we go in the opposite direction. We care about our craft, we care about how computers actually work, and we take pride in writing truly high quality software. After all, someone needs to show the rest of the software industry what computers are capable of. Join the Handmade Network
Share your own Handmade projects with the community.
Log in
This fall, we’re trying something new. Join us November 16-22 for the first-ever Handmade Network Beta Week, a focused week of testing and improving software made by the community. The idea started as we were trying to make jam plans for the fall like usual. Normally we’d do our annual Wheel Reinvention Jam, but we wanted to change up the theme. As we thought about other topics, we realized there is an enormous number of projects in the community now that are significantly more mature than a mere side project, but not yet “shipped” and ready for others to use. We’re always inspired by community members who do ship, so what if we did something to help community members get their software to that point? The format of the Beta Week is pretty simple: project authors apply to participate, and community members apply to test. Then, for one week, we just go all in on using and testing the software, reporting bugs, fixing bugs, and Featured
Recent
News
making some good progress on dwarf debug info for in my compiler backend rat, the example below has been compiled and linked with ratcc (my c99 frontend) and linked with ratl (my simple linker) . https://github.com/hexratcc/rat I've been doing some 6502 assembly programming lately, which is fun! But, I had an idea for a modern systems programming language inspired by Odin for the 6502: https://danb91.github.io/posts/6502-language-proposal/ My C compiler, Lance, can now compile dwm (a window manager for Linux) with no modifications to source code. We're getting somewhere! basic PBR rendering from GLTF models in DX12 with textures, an infinite grid for reference and camera logic
My C compiler, Lance, always had a very annoying thing about it. Made a new release of Pixel Art App. Can drag/drop canvases on the animation timeline & undo/redo them. My C compiler, Lance got decent preprocessor and linker updates recently Game Design is hard! Trying to work out the how everything connects to make it a playable game. Originally had the idea for a big overworld/town where you did jobs for people but seemed to 'busy'. So trying more a simple approach to go to the 'runner' world, then maybe you get a square added as you progress in the game. Drew the tree and wind swirl animations recently. Getting back to it, reviving my 3D project after a year, this time in Odin, and I'm using the opportunity to also learn a few new things; My compiler backend rat can now compile In my benchmark suite (CoreMark, PolyBench, wren, c-ray), I'm also working on an slp pass for rat as part of my bachelor's thesis, the current results are promising: I'm getting about 4x speedup on focused kernel benchmarks over base rat (this is comparable to clang/gcc with slp on/off, adjusting for rat's missing optimizations). I'm also capable of packing some kernels clang/gcc don't attempt to, and my pass is about 15x faster than LLVM's 🐀
My C compiler Lance has much prettier error messages now (GCC/Clang style), with notes added as well Release video for :silvernode: SilverNode 0.9 is out! ↩️ Undo for everything https://www.youtube.com/watch?v=N-nQhwdpmZo &silvernode I drew and added a teleporter to my game, the first step to try and link the 'overworld' to the 'underworld' type world.
Blick version 0.4 is released!The biggest additions: New Features:
Plus many keyframe, timeline and Monitor improvements, a Window menu on macOS, and bug fixes. Full changelog: https://blickeditor.com/changelog#v0-4-0
I added more optimizations to my C compiler, Lance
the classic "raylib dvd demo" written in my new toy language transpiled to C Zeiger Beta 0.2.0:New Features:
Improvements:
Bugfixes:
Download it at https://zeigerviewer.com/
I added AVX2 for-loop auto-vectorization to my C compiler, Lance I've written my first blog about the register allocator in my compiler backend rat - you can read it here https://hexrat.cc/pages/blog/2026_10_07, any feedback is appreciated :) Smaller update, but my C compiler now allows #include of <stdlib.h>, <math.h>, etc, without having to explicitly include Lance's custom libc headers. Lots of UI progress on my TTRPG note taking tool - implemented a hashless immediate mode UI (see Anton's video) just to see how it would work with my api, and it's going great! Then added panelling and tabs. And I'm now getting around to taking my earlier "looks like" prototype and turning it into something you can actually edit. Rich text editing is coming next. This all serializes and persists to disk already as well. &Muze First steps towards a "practicing" mode. Also implemented some first editing commands. making some good progress on dwarf debug info for in my compiler backend rat, the example below has been compiled and linked with ratcc (my c99 frontend) and linked with ratl (my simple linker) . https://github.com/hexratcc/rat I've been doing some 6502 assembly programming lately, which is fun! But, I had an idea for a modern systems programming language inspired by Odin for the 6502: https://danb91.github.io/posts/6502-language-proposal/ My C compiler, Lance, can now compile dwm (a window manager for Linux) with no modifications to source code. I made some updates to &painter over the last couple weeks, trying to get it in good shape before beta week. Improvements include:
Alright time to formally announce &rcut, a completely new take on GUI frameworks. It will be part of the beta week this month, if you want to give it a early try. Top left is the default theme I designed, the other three are generated simply by changing the default colors. For example: r_theme_default(ctx, &(r_draw_theme_options){ .background = r_rgba_u8(242, 239, 232, 255), .primary = r_rgba_u8(47, 125, 109, 255) }); This results in the green'ish theme on the bottom right. Aside from a few vector icons nothing is embedded in the executable, all the UI themes are generated from code when the application is started. This allows changing every little thing about the theme from changing the basic colors to the shape, shadows, borders, etc. of every single element. The second screenshot showcases making minor adjustments to a theme while keeping the other properties at their default value: r_theme_default(ctx, &(r_draw_theme_options){ .background = r_rgba_u8(27, 35, 51, 255), .primary = r_rgba_u8(61, 139, 253, 255) }); r_theme_tweak(ctx, R_STYLE_BUTTON | R_VARIANT_BOLD); r_theme_fill(ctx, r_rgba_u8(61, 209, 115, 255), r_rgba_u8(73, 171, 227, 255)); r_theme_label_color(ctx, 0xFFFFFFFF); r_theme_build(ctx); r_theme_build_states(ctx, R_STATE_HOVER | R_STATE_PRESSED); Working on the retained-mode UI system for my game. I've implemented two UI elements: a quick-slot panel and an inventory panel. I've also improved the UI debugger, which now allows me to inspect the entire UI tree structure. The inventory panel uses the nine-patch rectangle technique, allowing its texture to scale correctly, even at higher DPI scales. Quick slots currently use simple colored rectangles as placeholders. The UI system uses a tree structure to organize parent-child relationships. The layout system uses two passes:
I use a breadth-first traversal algorithm to render UI elements. We're getting somewhere! basic PBR rendering from GLTF models in DX12 with textures, an infinite grid for reference and camera logic
My C compiler, Lance, always had a very annoying thing about it. Made a new release of Pixel Art App. Can drag/drop canvases on the animation timeline & undo/redo them. My C compiler, Lance got decent preprocessor and linker updates recently Game Design is hard! Trying to work out the how everything connects to make it a playable game. Originally had the idea for a big overworld/town where you did jobs for people but seemed to 'busy'. So trying more a simple approach to go to the 'runner' world, then maybe you get a square added as you progress in the game. Drew the tree and wind swirl animations recently. Getting back to it, reviving my 3D project after a year, this time in Odin, and I'm using the opportunity to also learn a few new things; My compiler backend rat can now compile In my benchmark suite (CoreMark, PolyBench, wren, c-ray), I'm also working on an slp pass for rat as part of my bachelor's thesis, the current results are promising: I'm getting about 4x speedup on focused kernel benchmarks over base rat (this is comparable to clang/gcc with slp on/off, adjusting for rat's missing optimizations). I'm also capable of packing some kernels clang/gcc don't attempt to, and my pass is about 15x faster than LLVM's 🐀 hand writing an ASCII 3D renderer to refresh my C skills and also because it's fun. LLM usage: An LLM (Opus 4.8) was used to clarify direction, syntax, critique, find/understand bugs, learn about algos and generally drill down questions, etc I wrote a blog post on how we do UI rendering in Blick!
My C compiler Lance has much prettier error messages now (GCC/Clang style), with notes added as well Release video for :silvernode: SilverNode 0.9 is out! ↩️ Undo for everything https://www.youtube.com/watch?v=N-nQhwdpmZo &silvernode This fall, we’re trying something new. Join us November 16-22 for the first-ever Handmade Network Beta Week, a focused week of testing and improving software made by the community. The idea started as we were trying to make jam plans for the fall like usual. Normally we’d do our annual Wheel Reinvention Jam, but we wanted to change up the theme. As we thought about other topics, we realized there is an enormous number of projects in the community now that are significantly more mature than a mere side project, but not yet “shipped” and ready for others to use. We’re always inspired by community members who do ship, so what if we did something to help community members get their software to that point? The format of the Beta Week is pretty simple: project authors apply to participate, and community members apply to test. Then, for one week, we just go all in on using and testing the software, reporting bugs, fixing bugs, and We are thrilled to officially welcome six amazing new software projects to the Handmade Network! It's been a long time since we've added anything new to the Projects page, but despite our negligence, the community has been hard at work building some truly amazing software. So let's get into it! Blick is a new video editor made by Dihedron, a new startup led by Wassim Alhajomar. Community members already know Wassim as the creator of two other official HMN projects, AV-Racer and Cactus Image Viewer, and for Blick he has assembled a team of Handmade programmers to tackle industry juggernauts like Premiere Pro and DaVinci Resolve. As is typical of aggressively Handmade software, despit We in the Handmade community have been, shall we say, slow adopters of AI. In a Discord post early this year, I wrote that the community has generally responded to AI with apathy—we like programming, so why automate the thing we enjoy? Some people use it, some people don’t, many people find value in it without compromising their programming values. But as time goes on, and more new members join the community, we are concerned about the erosion of community values, and long-time members are growing frustrated at the frequent appearance of outright slop in #project-showcase. We feel it is time to clearly define what we see as acceptable and unacceptable use of AI in this community. We are not opening the floodgates nor banning it outright, but we are clearly defining some practices that we feel are unacceptable. The Handmade Network feels different from other programming communities; our goal with this policy is simply to keep it that way. You can read the full policy in detail It is crazy to think that the Handmade Network Expo was over a month ago already. The past few months have been a delightful whirlwind for us, full of new problems and quick decisions. It’s been a lot of work, but it has been very gratifying. At the time of this writing, we have just finished publishing all the recordings from the Expo, and with that, I feel it’s time for a bit of a retrospective. This was a significant event for us, and it happened at an interesting time in the history of the Handmade community, and of the software industry in general. It would be a shame to let it go by without some reflection. This post will be a bit long, but I hope you find it interesting and worthwhile. It just doesn’t feel right to move on too quickly. The contextWhile far from the first-ever in-person “Handmade” event, the Handmade Network Expo was the first event ful Thanks to everyone who participated in the Handmade Essentials Jam last month! It was our biggest jam turnout ever, and there was lots of energy on the Discord as everyone was sharing updates about their projects. We just published the recording of the recap stream, so give that a watch if you’d like to see several of our favorite submissions: The Essentials Jam is yet another case of people really resonating with challenges that make them a better programmer. (I hate to use the term “tradcoding”, but, here we are.) Our Handmade Hero Replay group is going strong too (a Handmade Hero book club, basically). More and more people keep joining the Discord server (we’re over 10k members now!) and whether they are a seasoned programmer or a fresh college dropout, they are all eager to be part of a community that actually cares about the craft of programming. There’s a moment in the early episodes of Handmade Hero that I particularly enjoy. On da We’re pleased to announce that ticket sales for the Handmade Network Expo are now open! The Handmade Network Expo is our first-ever in-person event. We didn’t want to just run another “conference”; after all the years of Abner running Handmade Seattle (and our subsequent split), we weren’t interested in having a typical lineup of tech talks. Our favorite part was always the demos: real Handmade software made by members of the Handmade community. So in that spirit, we decided to make an event that was all demos, all the time. You can find all the details on the event page, but the short version is that it’s one day in the heart of Vancouver, with a flexible schedule full of small demos, and plenty of opportunities to show off your own work, learn from others, experiment with new ideas, and generally celebrate Handmade software. Tickets are just $100, but space is limited. If TL;DR:
We are very excited to announce the Handmade Network’s first-ever in-person event: The Handmade Network Expo! 2025 was a quiet year for us where we focused on the fundamentals of the community: jams, projects, a healthy community, and interesting discussions. But we love seeing other people in person, and were sad that we didn’t have the opportunity last year. So we decided it was time to bring people together again, and with our renewed focus on real, tangible Handmade software, a day of demos seems like the perfect fit. So: Join us in Vancouver, BC on June 6, 2026, for a day packed with demos, discussion, socializing, and celebrating the achievements of the talented programmers of the Handmade community! (By the way, don't miss more news at t Hello Handmade Network, and happy new year! 2025 was a relatively quiet year for us where we focused on just running our jams and building relationships across the Handmade community. But we’ve got lots of plans for 2026 and we’ve already been at work kicking them off! TL;DR:
Launching the Handmade Software FoundationA few years ago we announced that we were creating a nonprofit to support the development of Handmade software. Well, it took some time, but I am pleased to announce that the Handmade Software Foundation is now officially a 501(c)(6) nonprofit corporation. What does this mean? It means we are a nonprofit under the category carved out for business leagues, chambers of commer Happy fall to everyone in Handmade! I hope you had a wonderful summer, and that you spent the perfect amount of your summer writing amazing Handmade software. Ideally you were actually outside enjoying the sun and the air while doing this, and ideally you climbed a mountain or jumped in a lake afterward—but if this is wishful thinking, then I hope you at least have some cool software to show for it. Fall is a wonderful season for Handmade, because it means that we get to do another Wheel Reinvention Jam. And this is our fifth annual WRJ!
For me, the Wheel Reinvention Jam is one of the most important things we do as a community, because it reminds us that wheels do need to be reinvented, and that even the most ambitious projects need to start somewhere. I wrote this on the jam page, but whe It's June 9, and that means that the X-Ray Jam has officially begun! Participants have one week to make a project that exposes the inner workings of software. If this is your first time hearing about it, it's not too late to participate! Head over to the jam page to find more information about the theme, submission instructions, and inspiration to get you started. After the jam, we plan to do another recap show like usual. The show is tentatively scheduled for Sunday, June 22, one week after the conclusion of the jam, but stay tuned for official confirmation. We look forward to seeing all the updates this week! -Ben |
| You are visitor 01402520 — GeezerVison does not store the pages you look up. Best viewed with Netscape Navigator 4.7 or Internet Explorer 6 at 800×600. No cookies required. |