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src/content/authors/maxammann/index.md

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handle: maxammann
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I’m Max and I’m a software engineer and aspiring security researcher. I enjoy writing open-source software. I regularly contribute to various open-source projects. I’m also a passionate photographer.
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I’m Max, and I’m a software engineer and aspiring security researcher. I enjoy writing open-source software. I regularly contribute to various open-source projects. I’m also a passionate photographer.

src/content/bio/bart/index.md

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Maps serve a vast number of purposes. Something I am passionate about is democratizing urban design and urban mobility. In plain English that means giving people the tools to (re)shape their cities to be a pleasure to live in and to move through. Maps are an essential part of that.
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Feel free to reach out to me on Slack in case you have any feedback or suggestions, or if you want contribute to MapLibre Native, but you are not sure where or how to start.
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Feel free to reach out to me on Slack in case you have any feedback or suggestions, or if you want to contribute to MapLibre Native, but you are not sure where or how to start.

src/content/bio/birk/index.md

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_**Can we make GL JS fast?**_
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I push for our MapLibre GL JS to move forward towards a [modular graphics backend](https://github.com/maplibre/maplibre-gl-js/issues/4511), so that we can begin refactor to adopt faster WebGL2 and WebGPU functionality. I started [migrating to webgl2](https://github.com/maplibre/maplibre-gl-js/pull/2599) a year ago, but due to a lack of this refactor we had to put this work on hold, and even down-compile to webgl1. If we can make GL JS run super fast, and it already have super high portability, and a much simpler codebase, then I believe it can stand the pressure of the Native renderers.
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I push for our MapLibre GL JS to move forward towards a [modular graphics backend](https://github.com/maplibre/maplibre-gl-js/issues/4511), so that we can begin refactor to adopt faster WebGL2 and WebGPU functionality. I started [migrating to webgl2](https://github.com/maplibre/maplibre-gl-js/pull/2599) a year ago, but due to a lack of this refactor we had to put this work on hold, and even down-compile to webgl1. If we can make GL JS run superfast, and it already has super high portability, and a much simpler codebase, then I believe it can stand the pressure of the Native renderers.

src/content/bio/harel/index.md

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to the community what's rightfully theirs. Moving this project forward to
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new technologies and new markets will be my main focus, making sure we
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harness the power of the community by constantly updating our technology
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stack and encoureging the community to contibute to the codebase.
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stack and encouraging the community to contribute to the codebase.
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In the day I work as a group leader in Dell Technologies and at night I'm
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working on an open source hobby project called Israel Hiking Map
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the maplibre-gl-js stack, and helped with the 3D terrain and globe effort.
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I generally enjoy participating in open source projects from the development
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side of things and you probably know me from the annoying code review
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side of things, and you probably know me from the annoying code review
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comments I leave when you open a PR 😊.
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Feel free to check out my

src/content/bio/yuri/index.md

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- I organized, found funding, and continue to drive the new [MLT tile format](https://github.com/maplibre/maplibre-tile-spec) initiative that showed up to 6x size reduction compared with MVT! ([video presentation](https://youtu.be/YHcoAFcsES0?si=9wmZjIkM5PmWIrVK&t=1336)). Special thx to @mactrem!
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- I on-boarded and greatly improved [Martin](https://maplibre.org/martin/) - one of the most popular tile server supporting sources like Postgres, MBTiles, PMTiles, Sprites, and Fonts. On GitHub, 2,100 :star2: and rapidly growing!
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- I coordinated the transfer and on-boarded [Maputnik](https://maputnik.github.io/) - map style editor
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- I frequently present and do workshops about MapLibre at the conferences. This year: [FOSS4G EU](https://www.youtube.com/watch?v=6y7zA14Jbc8) (+workshop), State of the Map (OSM-US), and plan to attend FOSS4G in Belem.
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- I frequently present and do workshops about MapLibre at the conferences. This year: [FOSS4G EU](https://www.youtube.com/watch?v=6y7zA14Jbc8) (+workshop), State of the Map (OSM-US), and plan to attend FOSS4G in Belém.
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- I am constantly in communication with community members and sponsors, making sure to hear concerns and community issues.
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- I regularly attend monthly sync-ups with the technical steering commeetees (navigation, native, web, and MLT)
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- I regularly attend monthly sync-ups with the technical steering committees (navigation, native, web, and MLT)
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- I was actively involved in finding the next coordinator to continue the amazing work done by @wipfli
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### My Mission Statement
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- Volunteer Wikipedia core developer since 2005, implemented API and bot frameworks. Later worked for the foundation building Maps and data viz.
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- Built Sophox OSM Sparql index and other OSM tools and libraries
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- Contribute heavily to the Rust ecosystem, including the compiler/libraries
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- Former principle engineer at Elastic (ElasticSearch), now working at Rivian (EV cars need good maps!)
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- Former principal engineer at Elastic (ElasticSearch), now working at Rivian (EV cars need good maps!)

src/content/news/2022-05-13-maplibre-rs-weekly.mdx

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In the past week, I extracted the render from [Bevy](https://bevyengine.org/). After some discussions [on Github](https://github.com/maplibre/maplibre-rs/discussions/75), Slack and Matrix we concluded that writing a renderer specific to maps is the best option. In general, specialized renderers can be optimized better. By implementing a renderer ourselves, we also stay independent of other projects. For example, Bevy is a render engine (renderer + a lot more) for games. That means that features which are important for bevy are most likely not important for maplibre-rs and vice versa. For example, the Bevy renderer does not support a stencil.
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Because I'm quite unexperienced in the world of 3D graphics, I dediced to base the renderer on some existing one. The best renderers in the Rust world are currently Bevy and rend3. After evaluating both renderers I decided to go with the Bevy one, because rend3 had usages of `unsafe. Both renderers are based around the idea of a [render graph](https://logins.github.io/graphics/2021/05/31/RenderGraphs.html).
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Because I'm quite unexperienced in the world of 3D graphics, I decided to base the renderer on some existing one. The best renderers in the Rust world are currently Bevy and rend3. After evaluating both renderers I decided to go with the Bevy one, because rend3 had usages of `unsafe. Both renderers are based around the idea of a [render graph](https://logins.github.io/graphics/2021/05/31/RenderGraphs.html).
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## 🏠 Housekeeping
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- [#97](https://github.com/maplibre/maplibre-rs/issues/97) Initial start of removing unwrap from a Result type
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Remove `.unwrap()` from code.
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- [#88](https://github.com/maplibre/maplibre-rs/issues/88) Postponed: Inspect WASM size
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Optimze WASM size.
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Optimize WASM size.
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- [#81](https://github.com/maplibre/maplibre-rs/issues/81) Update license and code of conduct
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### 📄 Documentation

src/content/news/2022-06-10-mierune-announcement.mdx

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Recently, [MIERUNE Inc.](https://www.mierune.co.jp/?lang=en) from Japan decided to support MapLibre financially with a generous donation of USD 10'000, see https://opencollective.com/maplibre. This is the largest ammount that MapLibre has received to date.
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Recently, [MIERUNE Inc.](https://www.mierune.co.jp/?lang=en) from Japan decided to support MapLibre financially with a generous donation of USD 10'000, see https://opencollective.com/maplibre. This is the largest amount that MapLibre has received to date.
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Thank you MIERUNE Inc., we are very proud that you trust MapLibre and support us!
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src/content/news/2022-06-26-maplibre-rs-monthly.mdx

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- [#130](https://github.com/maplibre/maplibre-rs/pull/130) Allow panning with touch inputs by [@Drabble](https://github.com/Drabble)<br />
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- [#129](https://github.com/maplibre/maplibre-rs/pull/129) Enable bechmarks by [@maxammann](https://github.com/maxammann)<br />
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- [#129](https://github.com/maplibre/maplibre-rs/pull/129) Enable benchmarks by [@maxammann](https://github.com/maxammann)<br />
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Because of the headless mode, we can benchmark the rendering now. A software-based renderer is used in the CI.
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- [#124](https://github.com/maplibre/maplibre-rs/pull/124) Deploy to cloudflare by [@maxammann](https://github.com/maxammann)<br />
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- [#123](https://github.com/maplibre/maplibre-rs/pull/123) Fix deployment of docs, and disable of demo by [@maxammann](https://github.com/maxammann)<br />

src/content/news/2022-12-15-steering-committee-notes.mdx

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Yesterday, we had a first MapLibre Eastern Call at 9 AM CET, the native technical steering committee meeting at 7 PM CET, and the web technical steering committee meeting at 8 PM CET. All notes are avaialbe at [https://github.com/maplibre/maplibre/discussions/154](https://github.com/maplibre/maplibre/discussions/154).
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Yesterday, we had a first MapLibre Eastern Call at 9 AM CET, the native technical steering committee meeting at 7 PM CET, and the web technical steering committee meeting at 8 PM CET. All notes are available at [https://github.com/maplibre/maplibre/discussions/154](https://github.com/maplibre/maplibre/discussions/154).
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It was great to see so many people from all over the world and participation from companies including Amazon, Apple, Grab, Lyft, MapTiler, Meta, Microsoft, Mierune, RobLabs, Stadia Maps, Stamen, and TomTom!

src/content/news/2023-03-27-android-navigation-version-2/index.mdx

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- Updated dependencies of used libs and build tools
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- Use the navigation options instead of constants in ToleranceUtils (used in the offroute detection), if you haven't modified rerouting values in the navigation options, nothing should change
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- Use the navigation options instead of constants in ToleranceUtils (used in the off-route detection), if you haven't modified rerouting values in the navigation options, nothing should change
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Thanks to all contributors that made this awesome release possible:
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