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rohitarondekar
searching PlanetScale…
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22 ms
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181.
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CSS3 and Veer navigation
(awayback.com)
1 points
by
rohitarondekar
17y ago
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0 comments
182.
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rohitarondekar
17y ago
I got a segfault on Ruby 1.9.1-p376. Check the release notes/blog post of Beta 2 - I think those same restrictions apply.
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Zoho for Google Apps
(zoho.com)
1 points
by
rohitarondekar
17y ago
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0 comments
184.
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TB bacteria decoded, paves way for new drug
(timesofindia.indiatimes.com)
1 points
by
rohitarondekar
17y ago
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0 comments
185.
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Stop writing plans
(germanforblack.com)
1 points
by
rohitarondekar
17y ago
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0 comments
186.
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When rails 3 is due?
(ryanbigg.com)
14 points
by
rohitarondekar
17y ago
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8 comments
187.
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Congratulations
(ryanbigg.com)
1 points
by
rohitarondekar
17y ago
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0 comments
188.
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Web design with grids, powered by LessCSS
(germanforblack.com)
1 points
by
rohitarondekar
17y ago
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0 comments
189.
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Hacking ruby's autoload
(germanforblack.com)
2 points
by
rohitarondekar
17y ago
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0 comments
190.
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Relpost - Handpicked related posts
(relpost.com)
4 points
by
rohitarondekar
17y ago
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1 comments
191.
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by
rohitarondekar
17y ago
I've implemented 2D perlin noise for my final year project, but I think it has mistakes in it. Never got the time to verify. If anybody wants to take a look it's here: http://trac.assembla.com/terrainium/browser/TerrainiumLatest... perlin
192.
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by
rohitarondekar
17y ago
They are generated randomly. Ken Perlin has described it in his book Texturing, Modeling A Procedural Approach. If I remember correctly the numbers have to be such that every direction should have an equal chance. Even distribution I think.
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by
rohitarondekar
17y ago
This is just a simplistic description of Perlin Noise. However while implementing the algorithm this is not the way to go. Because it's very very slow -- the author has simply taken non-coherent noise and smoothened it and this is computati