VFX Callsheet now has a GraphQL API. Our first open-source contributor just shipped it: a full GraphQL endpoint alongside our REST API, so developers can query exactly the production data they need in a single request. One query. One response. No over-fetching. Filter by status, studio, location, VFX scope, genres; same data, more flexibility. Same API key auth, same credit system. Whether you're building dashboards, integrating with your pipeline, or automating your bid tracking, pick the protocol that fits. REST docs: https://lnkd.in/gTg49vfX GraphQL: POST https://lnkd.in/gH-WkE7z Stay tuned for more updates. #vfx #Post-Production #Film
VFX Callsheet Adds GraphQL API for Efficient Data Queries
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🦀 Built a full-stack terminal media player in Rust — from scratch I built anime-manga-cli, a complete TUI (Terminal User Interface) application for streaming anime and reading manga locally, entirely in Rust. What it does: 🎌 Search and stream anime in 1080p/720p/480p/360p directly in mpv 📖 Browse and read manga chapters with full page downloads 🌆 Animated cyberpunk city UI with rain effects, glitch animations and neon theme 🔍 Category browsing — trending, action, romance, fantasy, isekai and more ⚡ Local Rust API server that scrapes and decodes real stream URLs What I built and learned: 🔧 Rust from scratch — async/await with tokio, ownership, lifetimes, error handling with anyhow, serialization with serde 🖥️ TUI development — UI rendering with ratatui, terminal animations, event loops, custom themes 🌐 API design — built a local REST server with axum that handles GraphQL scraping, hex obfuscation decoding, and HLS m3u8 stream URL parsing 🔬 Reverse engineering — studied how ani-cli works under the hood and reimplemented the same stream extraction pipeline in Rust, including decoding AllAnime's obfuscated video URLs 🎬 Video streaming — parsed m3u8 playlists to extract quality variants and piped streams to mpv for hardware accelerated playback Tech stack: Rust · Tokio · Axum · Ratatui · Crossterm · Reqwest · Serde · MangaDex API · AllAnime GraphQL This started as a learning project to get deeper into Rust. The whole codebase is open source: https://lnkd.in/d8pzXEBv #Rust #TUI #SoftwareDevelopment #RustLang #Anime #OpenSource #SystemsProgramming #Tokio #Serde
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🚀 Bringing LIVE Real-time Collaboration to Foundry Nuke! Now you can live chat with anyone on Nuke and ask for help anytime. I’m proud to announce the release of Express Connect v1.0. In a fast-paced VFX environment, communication is everything. I built this tool to turn Nuke into a Live, Connected Workspace. Whether you're sharing a complex Grade setup or just asking for a quick peer review, Express Connect keeps you in the Node Graph and out of external chat apps. 📦 Download now on Nukepedia! https://lnkd.in/gCadhTbx #VFX #Nuke #Python #Compositing #PipelineTD El Ranchito #FoundryNuke #ExpressConnect Netflix Weta Digital #RealTime Visual Effects Society #Collaboration #folks
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I've been building a full 3D tactical roguelike RPG as a side project, and Claude has become a core part of my development workflow — not just for code suggestions, but as an actual engineering collaborator. The stack: Rust + Bevy engine for the game itself, SvelteKit frontend for a companion editor tool, Tauri for the desktop app wrapper, and RON files as the data layer so my collaborator (who handles art and design) can edit game content directly without touching code. Here's what's actually working well with AI-assisted dev on a project like this: → Custom Claude skills for enforcing project conventions across the codebase → Scaffolding entire ECS systems in Bevy with correct component/resource patterns → Generating and validating RON data files that match Rust struct definitions → Building debug tooling (snapshot viewer, timeline diffs, grid renderer) way faster than I could solo The thing people get wrong about AI-assisted development: it's not about generating code you don't understand. It's about having a collaborator that can hold your architecture in context while you focus on the hard design decisions. I still review everything. I still make the calls. But the velocity difference is real. If you're building in Rust/Bevy or working with Tauri + SvelteKit, happy to share what I've learned about the pipeline. #Rust #GameDev #AI
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Ever wondered what it takes to build a high-performance web video player that rivals Netflix? 🎬 I’m sharing a 19-slide deck that breaks down the technical architecture needed to make it happen. The TL;DR: Full disclosure: The text in this deck is a bit dry and heavily AI-generated, so don't take every word at face value. BUT the visuals are fantastic and serve as a great blueprint for engineering a resilient, production-grade media engine. Swipe through for the visual architecture! 👇 The information here is curated from various open-source blogs that anyone can find online. #WebDevelopment #StreamingTech #VideoPlayer #SystemArchitecture #FrontendEngineering #TechVisuals
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Figured it’s time to start posting more here so this page isn’t completely empty 😂 Sharing a shader study I worked on back in 2024. At the time, I was really drawn to the stylized rendering in games like Genshin Impact and Wuthering Waves, which led me down a deep dive into shader development—spending hours researching, breaking things down, and experimenting. This clip is an early WIP rather than the final result, built primarily in Shader Graph with some custom HLSL functions. Looking back, it was an important step for me in understanding how character assets are developed and integrated into a real-time pipeline.
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The Sound of Intent. I’ve always believed that the most powerful "productivity hack" isn’t a task list—it’s a state of mind. I spent the day finishing the technical handshake between the Frequency Shift interface and the Spotify engine. The logic is now fully audible, mapping specific cognitive "shifts" to a curated soundscape: RE/CAL (3 min): Nightcall – A cinematic reset to clear the noise. SYNC (7 min): Lots of Nothing – Spacey Jane energy for the deep-work pocket. DOWNSHIFT (15 min): Lana Del Rey – Low-alpha decompression to close the loop. The Obsidian UI isn't just a skin; it’s the controller. One click to change the color, the timer, and the frequency of the room. Sound on to hear the transition. 🎧 🔥 #ProductGrowth #AIUX #BuildInPublic #SpotifyAPI #FrequencyShift Listen: https://lnkd.in/efz9kPYR
Vibe Code Studio - Lovable - 23 April 2026
https://www.loom.com
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A quick update on two fronts. Branchy Studio's next patch notes are coming soon. And in the meantime, I've been dogfooding hard — I'm writing the narrative for our indie game team's project directly in Branchy, which means I'm finding (and fixing) the rough edges as the most demanding user of my own tool. Here's a glimpse of what we've been building: an intro sequence from PLANETAE, our story-driven SF puzzle multi-ending game. Concept art, system messages, and a small interaction example showing how the in-world translation program works. Curious what you think. #NarrativeDesign #GameDev #IndieDev #BranchyStudio #IndieGameDev
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Breaking Claude into separate shards on one project. Instead of building the game top-down from a design doc, I spun up separate Claude instances, each tasked with proving out exactly one mechanic in isolation. These "shards" of project development produced their own results: self-contained playable JSX game panels that independently proves whether a mechanic is fun or not. Everything from combat targeting, map drawing, grid pathing to enemy wave sequencing was built this way before wiring them up to create a fully playable 2 player co-op game prototype in less than 24 hours. This approach is "bottom-up": discovery through parallel prototyping as the shards can work on their code in separate tabs, like having an army of junior-savant coders at your disposal. Each shard shares the "slab" foundation (the fundamental movement grid) but they don't depend on each other at all until integration time. One "peanut gallery" meta shard assists with poking holes in ideas, keeping the development approach honest and helping to suss out what is working and what isn't. Benefits: * Fast iteration of ideas * Throw out bad approaches with minimal investment * Simple and straightforward integration of separate systems (combat, wave sequencing, pathfinding, economy, data logging, data analysis) Clear scoping and treating Claude instances like a dev team sharing the same spatial engine proves the approach: Zero to fun in less than 24 hours.
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Hey everyone! Here’s my first test using generative workflows with ComfyUI. The idea was to create a short camera shot with different separate elements, and then bring them together in a simple composition inside a video editor. All the elements were generated within ComfyUI, using the Flux2 Klein model for the static assets, which were then animated with the LTX 2.3 model. For background removal, I used the BiRefNet model. This is a first step into exploring creation through generative workflows.
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I have been working on improving my pipeline and overall technical workflow, and built a small Nuke tool to automate shot setup. While this kind of setup is common in studios, I think it can be especially useful for freelancers working on shot-based projects. Even something simple like this can help save time on repetitive tasks. td_ShotSetup helps with: - Save and version scripts - Match frame range, format, and FPS from input - Set color management and OCIO configuration - Manual control over project settings when needed Nukepedia: https://lnkd.in/dBm7rnBW GitHub: https://lnkd.in/dE8Urh3x Happy to hear your thoughts! #nuke #compositing #vfx
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