Memory prices have gotten expensive But don't worry, I'm not here to spread more rumours about that. Instead it brings up a very important point about software development. What can we do to make our software use less memory? Let's discuss this in today's PMMA progress update!
Jebbo
@pycraftdev.bsky.social
I am the lead developer behind PMMA and Pycraft and here to improve application development in Python, with a bit of art and fun thrown in!
It's been a while! But we have been busy experimenting with different features that are coming very soon to PMMA. So, in today's PMMA progress update, lets take a quick peek into what 2026 will bring. Prepare yourself!
PMMA makes 2D shape rendering incredibly fast. Instanced rendering is a technique used to make rendering very fast and efficient. So, why doesn't PMMA use this technique? Let's discuss this in today's PMMA progress update!
Building in public creates accountability and attracts early adopters naturally
PMMA is here to make application development easier and faster. Great, but how exactly do we make application development easier? Funnily enough, in today's PMMA progress update, we will be discussing this!
PMMA is here to make application development easier and faster. Great, but how exactly do we make application development easier? Funnily enough, in today's PMMA progress update, we will be discussing this!
Sometimes we make choices that can lead to further complications later on. This was the situation we found ourselves in with PMMA for a while, limiting applications to a single window. Well in today's PMMA progress update, that's about to change!
Building in public is the best way to grow a project. Keep shipping updates!
Let's talk about images. Along with text they form some of the most fundamental components needed for any application. In today's PMMA progress update we will be discussing image support and it's strange relationship to text rendering!
Regular updates keep projects moving forward and maintain momentum
Building in public is the best way to get feedback and grow. Keep sharing your progress!
Modern computers have had multiple cores for a while now, to the point where smartphones and even smart watches also come with multiple CPU cores. But why is it so common to still see single core applications? Let's look at this in today's PMMA progress update!
Writing the documentation for PMMA is a lengthy process. But perhaps it's supposed to be. If we rush it, we don't get the opportunity to do what really the point of documentation is really all about. Reflection. Let's discuss this today!
It’s great to see regular updates; consistency builds trust. What specific features or improvements are you most excited about in the next release? Focusing on user feedback can help prioritize what really matters to your community.
PMMA is all about bringing all the tools you need to make your application together into one place. Except there is one small outlier. Shaders. In today's PMMA progress update, lets refine our idea for the PMMA Shader Language!
PMMA is our project. It's here to make a statement and maybe also to push our programming limits. But where do we want to take the project in the future? Not the near future. In today's PMMA progress update, lets look far to the future!
In PMMA we have our sights set on adding some very exciting functionality. Things like supporting 3D graphics with textures and materials, to animation and so much more. In today's PMMA progress update, lets discuss our schedule for all this!
Getting PMMA to the stage it is at currently has been a simply huge investment of time. But that's just the programming - and we aren't finished yet! In today's PMMA progress update we will be discussing how the documentation will be an even bigger task.
We are working on the documentation for PMMA! Yes, after much deliberation and restarts it's finally here properly, and here to stay! So, in today's PMMA progress update let's discuss how it's all going to work.
PMMA's rendering engine is fast. That is a statement of fact. However, we have fallen into a classic development problem, and in this PMMA progress update, we will be discussing the solution to this. And how to make PMMA even faster in the process!
When working on PMMA, we always look at features that are good, and ask ourselves: "how could this be better?" Its this innovation we are currently focusing on the text rendering API. In today's PMMA progress update, lets elevate text rendering!
PMMA currently has no up to date documentation. Strangely this isn't actually a bad thing, but simply part of a now complete portion of PMMA's life cycle. So, in today's PMMA progress update let's look to the immediate future of the API.
It's been a while! That's because we have been very busy tacking text rendering for PMMA. Its done, its never looked so good, and in today's PMMA progress update we will be refocusing on what has been an unexpectedly tricky issue to tackle!
It's easy to cheat benchmarks by writing code designed for that specific scenario. But is this really cheating, and is there some situations where this is actually beneficial? Let's discuss this in today's PMMA progress update!
For the last week now we have been troubleshooting a very frustrating issue with text rendering in PMMA. However, in the last few minutes we finally saw some progress, so in today's PMMA progress update let's give you the rundown on text rendering!
There is about to be a major shift in direction for the development of PMMA. Currently we are focused on 2D shape rendering, but will be moving to focus on text rendering from tomorrow. Let's discuss this in today's PMMA progress update!
We have just finished the transition from OpenGL to BGFX in our 2D shape rendering API for PMMA. So, if you are interested to hear how it went, and most importantly how PMMA performs now, today's PMMA progress update is for you! Prepare yourself.
PMMA 5.1 is starting to take shape. We have been busy swapping out our graphics API, refining the API and fixing bugs! In today's PMMA progress update, lets discuss where we are at in this process (and where we are going next!)
Good news everyone! For the first time, we have managed to adapt PMMA's shape rendering pipeline from OpenGL to BGFX! Plus, we have been making lots of other changes - let's discuss this in today's PMMA progress update!
We are now approximately half way through the transition from OpenGL to BGFX! So in today's PMMA progress update we will be discussing how we are finding the transition and how we expect PMMA to perform!