Present myself and my projects

TextureMind

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Hi. I am the author of the TextureMind Framework and TMD (TextureMind Desktop), a new remote desktop software. I'm 43 and I started to program at the age of 6 (six, not a mistake), I'm a software engineer with 13 years of experience in cloud computing as remote desktop developer, I worked for about 9 years as SDE in Amazon Web Services.

TextureMind Framework is used by me for the development of a wide range of cross-platform applications in C++ language. One of the framework's main philosophies is to minimize the number of external dependencies and implementation complexity to reduce the maintenance costs and maximize compatibility between operating systems, while still maintaining a set of advanced features. Currently, the framework can create applications for Windows and Linux, on which I managed to achieve a small miracle called Linux Everywhere, meaning that with a single build on CentOS 7, all my applications (including TMD) can start at first try (as far as I tested) on any other Linux distro from glibc 2.17 onwards, even non-rhel based ones (like Ubuntu, Slackware or OpenSUSE). Now I am working on supporting Wayland (almost finished), Linux on Arm and MacOS. About Linux on ARM, the single build will be done on a Raspberry PI 5, with the main goal to be compatible with all other devices, such as the recent Arduino Uno Q (Debian), but that's not all. I plan to bring future versions to Android, iOS, Nintendo Switch, PS Vita, Playstation 5, Aros and AmigaOS. Simply put, my aim is to run pretty much everywhere, including Chromebook, Apple TV, LG webOS TV. I like this kind of arduous technical challenges with high personal growth.

If you are interested, you can start checking my web-site:

https://www.texturemind.com/

and TMD project:

https://www.texturemind.com/tmd/

You can check my youtube channel as well (and subscribe!):

www.youtube.com/@texturemind

Videos about my projects:

TMD 2025.0 - AV1 with AMF - 60 FPS in 4K on Radeon 780M

TMD v0.6 on Amazon Linux 2023.7.2 (t2.large)

TMD v0.4 - Lossless QOI / LZ4 1920x1080 @ 50 fps - 1 Gbps network

PC Breathless - C++ / Vulkan - Endless animated textures with shaders

DWorkSim v0.2 - Test remote host image transmission

TextureMind Framework - Gui Editor - Introduction
https://www.youtube.com/watch?v=UPSxs-96zKI

Thanks for your attention.

Gianpaolo Ingegneri
 


That reads and looks pretty amazing, congratulations on your work and thanks for presenting it here.

I'm not sure what application I'd have for it, but then again I'm not using remote desktops as is but rather ssh and web interfaces of server applications.
Still, very impressive.

I was browsing your TMD website and wonder what software license you use. I could not find a source-code repository or software license information, so I assume you develop the projects as closed-source. Is this correct?
 
Thanks. Yes, that's correct. I have in my plan to create open source projects in the future, but in this period I'm focused on the development of TMD 2025.1 (mostly Wayland, Linux on ARM and MacOS port).

I'm also developing another project which is called TMSketch, which is an evolution of this application:

 
Thanks. Even the UI is created by me and it's part of the framework. The UI in the video is rendered by Cairo libraries, but it can be rendered by Vulkan libraries as well. The UI is handled by the 2D Engine. 2D and 3D Engines share the same material system and renderer. The material system is based on expression nodes inspired by Unreal Engine 4. The abstraction layer provides an API for rendering complex materials but the Cairo implementation is down-scaling for being compatible with limited 2D functionality, like path rendering with single surfaces, while the Vulkan implementation can render the full set with polygons (I'm working on a custom VG implementation to enable path rendering on VK). Even the font renderer is based on custom solutions where free-type is the only dependency. The UI is particularly compatible with games, but it can be used for applications with flat / 2D graphics as well.
 
C++, Vulkan, custom made engine and UI, you're probably the first developer I met with this taste that also has something to show, good job.

Normally people will swear how you shouldn't reinvent the wheel and instead use libraries and what not.
I know of 1 game engine project on Github I was fan of that took similar approach, although it doesn't deal with Vulkan only:

I wanted to make use of it because it is R&D rather than aiming for release, however gave up because it expanded from Vulkan to also DirectX which I didn't want.
Code comments are also impressive because one can learn from them.

I ended up working on similar thing, a Vulkan only and Linux only engine to reduce amount of time needed, but lost motivation anyway.
It's much easier to just buy a super computer that can handle UE to avoid doing all from zero.
It takes time for a single person.
 


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