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vilya
searching PlanetScale…
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31.
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by
vilya
11y ago
Regarding open source drivers: Intel's Vulkan driver for Linux is open source. This page has details: https://01.org/linuxgraphics/blogs/jekstrand/2016/open-sourc... There's also an older open
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by
vilya
11y ago
I've never been able to get Assimp to successfully load anything other than .obj format models, despite what they claim in their docs. Last time I tried was about two years ago though, so maybe it's improved since then.
33.
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by
vilya
11y ago
They do seem to have some Alembic support: they ship the libraries as part of the engine download, in their 3rdParty folder. Alembic is an open 3D file format supported by pretty much all the major 3D modellers these days - including Blende
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by
vilya
11y ago
Profile Guided Optimisation is the search term you're looking for. For one example: GCC does it (you may need to use gprof as well, can't really remember).
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by
vilya
11y ago
I still have a lingering distrust of Apple Maps, thanks to its disastrous launch. It's good to hear that it's getting better, because Google Maps - at least around London - seems to be getting worse. Some road names that used to b
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by
vilya
11y ago
I'm good! You? We should catch up for lunch sometime soon. We'll hopefully be moving to compilers capable of supporting c++11 at work soon - maybe even in 2016 if we're lucky - but it'll probably be an even longer wait b
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by
vilya
11y ago
You're right with your first point, but wrong with the second: a lot of new projects are still written in c++. Pretty much every non-indie video game, for example.
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by
vilya
12y ago
Using a framework is great as long as you only want to do the things it's designers planned for. As soon as you want to do something else, unless you're very lucky, it sucks. If you're using a library you generally have more
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by
vilya
12y ago
Have you heard of PowerVR's raytracing chip? http://www.imgtec.com/powervr/raytracing.asp
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by
vilya
12y ago
The useful thing about a standard library is that it provides a common vocabulary for code, which is a great help for interoperability. For example: c++ doesn't have a 3D vector class in its standard library, so pretty much every 3D-re
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by
vilya
12y ago
"Ah, but that might be a natural consequence of your design." If a natural consequence of your design is a need to do something that fits the target environment so poorly, then it's a bad design & should be rethought. Sof
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by
vilya
12y ago
Ah I see I read the code too quickly - I didn't notice that not all of the functions were static. Thanks, I've learnt a bit about Swift by reading your code.
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by
vilya
12y ago
I don't understand why every result is stored into the same class-level variable. What's the aim behind that? It just seems like it would introduce unexpected behaviour without any gain, but I don't really know swift yet so m
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by
vilya
12y ago
I admit I'm guilty of cherry picking my examples. :-) I wouldn't say it's bloat though, if it's something that most people end up having to re-implement. For what it's worth, I have my own little library of STL help
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by
vilya
12y ago
I think that sums up nicely why I don't particularly like the STL: it's that mindset. It's all well and good having a generic operation over an arbitrary collection of anything, but sometimes you just want to get stuff done
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by
vilya
12y ago
Thanks, but I was just looking for a better way to convert a string to upper case, not an arbitrary collection of chars. I've never yet needed to upper-case anything other than a string and unless I get the urge to write a text edito
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by
vilya
12y ago
How do you define portable? If you mean the same code compiling and running out-of-the-box on Windows, Mac and Linux then actually my experience with Qt has been very positive in that regard. Those are the only platforms I develop for right
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by
vilya
12y ago
Sure, I was just giving my opinion. Take it for what it's worth... :-) But if you'll indulge me for a moment, consider how you'd convert a string to uppercase using the STL vs using Qt. The STL code (taken from http:/&#
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by
vilya
12y ago
The line that stood out to me was the quote from Stepanov, about C++ being the only language in which it was possible to implement the STL. To most people, that would have been a hint that perhaps the design of the STL was flawed... I think
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by
vilya
13y ago
There's an article in Computer Graphics World about the procedural terrain and foliage generation in Pixar's Brave which apparently Inigo Quilez was behind: http://www.cgw.com/Publications/CGW/2012/V
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by
vilya
13y ago
How about WebCL? http://www.khronos.org/webcl/
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by
vilya
13y ago
I think that's more to do with closed source software usually being published under the name of a company, rather than the individuals behind it; so there's less opportunity for a closed-source developer to become famous.
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by
vilya
13y ago
There's also Orc: http://orc.csres.utexas.edu/ Regarding "not taking off": this model is actually very common in the vfx industry. Most high-end content creation tools (Nuke, Maya, Houdini, etc) have a node g
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by
vilya
13y ago
That comes from targetting Matlab users...
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by
vilya
13y ago
I got the impression that's what the Clay language [1] was aiming for, but progress on it seems to have stopped around a year ago. [1] http://claylabs.com/clay/
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by
vilya
13y ago
Seems like a good idea, but the wrong way to achieve it. The right way, as I understand it, would be to write it up as an RFC and submit it to the IETF; and to contribute code for it to some of the popular web servers (apache, nginx, etc).
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by
vilya
13y ago
That's pretty much exactly the idea behind the "Aireal" project from Disney Research: http://www.disneyresearch.com/project/aireal/
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by
vilya
13y ago
Thanks for the link - it was exactly the prompt I needed. I've just joined up, with a monthly donation.
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by
vilya
13y ago
This sounds like a similar idea to JetBrains' MPS: http://www.jetbrains.com/mps/ The idea with that was that you could provide a structured description of a mini-language and it would be sufficient to generate not
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by
vilya
13y ago
GPU Gems is available online for free, courtesy of Nvidia: http://developer.nvidia.com/object/gpu_gems_home.html
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