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EmbarkStudios
texture-synthesis
Rust2019–2024
EmbarkStudios / texture-synthesis · Archived

texture-synthesis

🎨 Example-based texture synthesis written in Rust 🦀

5Distinct people
6Mentions
0Explicit recommenders
1.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

🎨 Example-based texture synthesis written in Rust 🦀

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:03:16 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year6 dated mentions

Observed mentions: 2019-09-05 13:34:59 UTC to 2024-10-13 20:33:23 UTC.

0122019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC110
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC110
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC202
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

6 sources
This game is amazing. It also works remarkably well; I've read it's written in Rust + bevy + a custom vulkan renderer. I remember being mindblown, a few years back, by procedural generation talk by Anastasia Opara (one of the creators of Tiny Glade, ex-Embark) - and by her rust library for procedural generation: https://github.com/EmbarkStudios/texture-synthesis I think this concept can be expanded even more, I'm sure we'll see even more of this. Congrats on the game!
In Tiny Glade: How Could They Do This? [video]
There is if the algorithm contains race conditions that cause non-deterministic output. The submitted article goes above and beyond to guarantee that the code always output the same answer even though it has race conditions. But that's sometimes not possible or, if it's possible, it's too much of a hassle so it's rarely done. For example, this project https://github.com/EmbarkStudios/texture-synthesis generates textures and if you run the same code with the same input various times, the results will be slightly different. Here https://github.com/EmbarkStudios/texture-synthesis#notes it says: "When using multiple threads for generation, the output image is not guaranteed to be deterministic with the same inputs. To have 100% determinism, you must use a thread count of one"
In Race Conditions Can Be Useful for Parallelism
Same seed, same prompt and same hardware perhaps, if the GPU concurrency doesn't introduce nondeterminism. Otherwise you might have the same problem of this: https://github.com/EmbarkStudios/texture-synthesis#notes > When using multiple threads for generation, the output image is not guaranteed to be deterministic with the same inputs. To have 100% determinism, you must use a thread count of one, which can by done via > CLI - texture-synthesis --threads 1 > API - SessionBuilder::max_thread_count(1)
In Compressing Images with Stable Diffusion

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