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kaveh808
searching PlanetScale…
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by
kaveh808
3y ago
I wrote up some recollections. Neo-Visuals: https://kaveh808.medium.com/10-17-000-polygons-should-be-eno... Softimage: https://kaveh808.medium.com/17-the-softimage-siggraph-sprint... These were both 3D syst
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kaveh808
3y ago
I think there is an opportunity to rethink a system for computer animation. Existing DCC packages are stuck in the late-80's mindset of animation consisting of interpolated values between keyframes. I wrote two such systems in that tim
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kaveh808
3y ago
I worked at Weta prior to the Unity acquisition. It will be a tremendous technical feat if they have managed to bring the deep functionality of what were Weta's internal tools to a more general audience of artists. The key difference w
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kaveh808
3y ago
Thanks. I wrote the hair generation software. It was a Maya plugin. For a very early (beta) version of Maya initially in 1997.
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kaveh808
3y ago
I did early work in mass-spring dynamics while at MIT (1985). My system was developed on a Symbolics Lisp Machine: https://medium.com/@kaveh808/7-how-to-make-3d-jello-69350751... I did simple fabric simulations, as wel
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Show HN: Common Lisp tutorials with OpenGL graphics
(youtube.com)
7 points
by
kaveh808
3y ago
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0 comments
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kaveh808
3y ago
Common Lisp is a curious creature. Ancient in some ways, prescient in others. It is not perfect by any means, and politics did play a large part in the 10-year ANSI standardization process. At the end of the day, for me, what makes it my fa
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kaveh808
3y ago
USD is very complex, mainly because it includes an interchange format as well as workflow features. I wonder if it would make sense to split the standard into layers to expand the target audience beyond the major production houses. Or maybe
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kaveh808
3y ago
If that was intended for me, I rarely watch my own videos. Only when I want to check on something. Don't like the sound of my voice. :)
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kaveh808
3y ago
My Youtube channel: https://www.youtube.com/channel/UCHNK9EcrAwP7djlwQN4C_tg
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kaveh808
3y ago
If you're into 3D graphics, this could be a fun Common Lisp codebase to look at. I have tried to keep it simple and comprehensible. https://github.com/kaveh808/kons-9
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kaveh808
3y ago
And fourth from last is preantepenultimate.
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kaveh808
3y ago
Whitney/Demos was the Lisp-based 3D production company that never was. After their company Digital Productions (based around the Cray) failed, John Whitney Jr and Gary Demos started a new venture formed around the Connection Machine as
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kaveh808
3y ago
Are there any plans for a C/C++ API for Blender?
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Unproduced “Final Fantasy: The Spirits Within” Screenplay
(old.reddit.com)
2 points
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kaveh808
3y ago
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0 comments
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kaveh808
3y ago
What is the field of your software product?
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kaveh808
3y ago
This thread brought back memories of what could have been a game-changer for Lisp in graphics: Whitney/Demos Productions. This was a company set up by the founders of Digital Productions of "The Last Starfighter" and Cray XMP
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kaveh808
3y ago
I began my 3D graphics development on a Symbolics workstation at the MIT Media Lab in the mid-80's. This was before the S-Graphics suite was released. [0] The outstanding feature of the S-Graphics suite was the polygonal modeler which
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kaveh808
3y ago
I think this is a common trait of creative people. After all, we want to create new things, not necessarily shepherd products through often-tiresome paths to completion or marketability. Some random thoughts: I watched a documentary about t
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kaveh808
3y ago
https://discord.gg/evhUwmYd
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kaveh808
3y ago
https://discord.gg/evhUwmYd
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kaveh808
3y ago
Older developer here (I started my career by writing 3D graphics software in the mid-80's). I recently spent a number of years in semi-retirement, concentrating on my photography [0] and filmmaking [1] and thinking I was done with (and
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kaveh808
3y ago
A design decision which needs to be made is at what level of abstraction should the data be "fixed", i.e. not to be manipulated with the full power of CL. This is often a flexibility vs. efficiency tradeoff. In my 3D CL system [0]
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kaveh808
3y ago
Not a book, but tutorial videos showing CL in use using 2D OpenGL graphics: https://www.youtube.com/playlist?list=PLTA6M4yZF0MzsMlNL0N67...
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ITA Software and Common Lisp
(old.reddit.com)
8 points
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kaveh808
3y ago
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0 comments
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kaveh808
3y ago
Working away on kons-9, my 3D Common Lisp system. https://github.com/kaveh808/kons-9
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kaveh808
3y ago
“Programs must be written for people to read, and only incidentally for machines to execute.” -- Hal Abelson
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kaveh808
4y ago
A few random Emacs thoughts... One really nice feature of MacOS text widgets is the inclusion of basic Emacs key bindings such as C-k, C-d, C-a, etc. Brought forward from the Next days. I used Zmacs on Lisp Machines back at MIT in the early
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kaveh808
4y ago
Photorealism in CG is a milestone which is there, and can be strived for. It may be a necessary step to get through before interest in more interpretive styles truly takes off. Analogous to how modern art in painting didn't really take
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kaveh808
4y ago
My journey as a software developer began in the 80's at MIT by writing 3D graphics code on a Symbolics Lisp Machine. Some fond memories: https://kaveh808.medium.com/late-night-lisp-machine-hacking-... One big differenc
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