algoland.wordpress.com
The standard introduction | The land of algorithms
https://algoland.wordpress.com/2013/11/04/the-standard-introduction
The land of algorithms. Light technical discussions on computers, programming, algorithms, philosophy…. Comments 7 Comments on The standard introduction. As a reviewer in the “Real-time Systems” research field, it happens to me to review many tens of papers every year, both conference and journal papers. And most of them start with the typical standard sequence of statements:. 8220;Nowdays, many applications have real-time requirements…”. And other boilerplate material to fill up the introduction section.
dungeonleague.com
Continent Samples | Dungeon League
http://www.dungeonleague.com/2010/02/15/continent-samples
Experiments with procedural content generation. Laquo; Distortion Noise Samples. February 15, 2010, 22:09. Outline the border to ensure all edges are ocean. Draw random lines originating from each edge to avoid flat coast lines. Draw random lines in the interior to separate landforms and create large bodies of water. Build Voronoi Diagram based on points that are members of lines. (Each cell value equals the distance to the nearest line point). Create FBM noise pattern and normalize to 0.0 and 1.0. Any c...
oopsle.github.io
Open and Original Problems in Software Language Engineering
http://oopsle.github.io/2014
Second International Workshop on Open and Original Problems in Software Language Engineering. 3 February 2014, Antwerp, Belgium. Is a discussion-oriented and collaborative forum for formulating and addressing with open, unsolved and unsolvable problems in software language engineering. It can help you define your problems or verify them on the early stage with the community. And the call for papers. Can be found below. Full programme with abstracts. Extended abstracts in PDF. 9:30 10:30 ( academic keynote.
blog.macharius.com
The Graduate | Macharius Blog
http://blog.macharius.com/2008/04/09/the-graduate
Il vizio supremo è la superficialità. Tutto ciò che si vive fino in fondo è giusto. Un voto per il software libero. April 9, 2008. Coo coo ca-choo, Mrs. Robinson…. Finalmente l’ambito traguardo è stato raggiunto! Che cosa riserverà il futuro? Computer e smanettamenti, viaggi, ripetizioni, dottorati? Pure la rima, si vedono già evidenti miglioramenti…. In breve, futuro temimi, sto arrivando! Responses to “The Graduate”. Feed for this Entry. Apr 9th, 2008 at 2:53 pm. Apr 9th, 2008 at 3:38 pm. Mi scuso se n...
tomassetti.me
Becoming a Software Engineer Freelancer and moving to Lyon - Federico Tomassetti - Consultant Software Engineer
http://tomassetti.me/becoming-a-software-engineer-freelancer-and-moving-to-lyon
Federico Tomassetti - Consultant Software Engineer. Working every day on becoming a great Software Engineer. Becoming a Software Engineer Freelancer and moving to Lyon. Becoming a Software Engineer Freelancer and moving to Lyon. July 13, 2015. This last period has been very intense for me. At the end of June I left Dublin and my job at Groupon. Then I spent one week in Turin before moving to Lyon. Here in Lyon I am setting up my business as a Software Engineer Freelancer. Page and read my CV. Notify me o...
eremodelviandante.it
Io | Eremo del viandante
http://eremodelviandante.it/info
I miei post preferiti. Le cento (e più) cose da fare a Monaco prima di lasciarla. Ciao, mi chiamo Federico Tomassetti e sono venuto al mondo in quel di Torino nel lontano 27 Aprile 1982. Questo comporta diverse cose, ad esempio ritrovarsi a 24 anni ad essere due volte campione del mondo. Nonostante questo traguardo non mi sono montato la testa. Sono su facebook: www.facebook.com/federico.tomassetti. Ho anche un sito. Più che altro ci si trova il mio CV e interventi “tecnici” (mi occupo di...Enter your em...
eremodelviandante.it
Quanti Federico? | Eremo del viandante
http://eremodelviandante.it/laltro-federico
I miei post preferiti. Le cento (e più) cose da fare a Monaco prima di lasciarla. Ci sono tanti Federico, tanti me intendo. Uno scrive pensieri deprimenti su un blog, questo. E pensa la sera. Non prende mai l’ombrello (ma vivendo a Monaco di Baviera, questo potrebbe cambiare). Un altro esce al pub e fa il minchione. Torna a casa e vatti a ricordare come. Non ha un blog, non é mai abbastanza sobrio. Http:/ it.linkedin.com/in/federicotomassetti). E ha un sito su http:/ federico-tomassetti.it. Email check f...
eremodelviandante.wordpress.com
Io | Eremo del viandante
https://eremodelviandante.wordpress.com/info
Pensieri sparsi, spersi. Da Torino al mondo. I miei post preferiti. Posted by Federico Tomassetti. Ciao, mi chiamo Federico Tomassetti e sono venuto al mondo in quel di Torino nel lontano 27 Aprile 1982. Questo comporta diverse cose, ad esempio ritrovarsi a 24 anni ad essere due volte campione del mondo. Nonostante questo traguardo non mi sono montato la testa. Sono su facebook: www.facebook.com/federico.tomassetti. Attenzione però: è ancora più noioso di questo blog. One response to this post. Email (L&...
dungeonleague.com
Many Changes | Dungeon League
http://www.dungeonleague.com/2010/06/24/many-changes/nggallery/slideshow
Experiments with procedural content generation. Laquo; Tiled & New Features. Continents on a Sphere. June 24, 2010, 00:11. I have decided to change the direction of my world generation project slightly. I am quite happy with most of the results I have created so far. I would like to expand these to work mapped onto a sphere instead of a plane. There are a few reasons for doing this:. I prefer the use of hexagons to squares for any game I eventually build on top of it. Seems like an interesting challenge.
dungeonleague.com
Many Changes | Dungeon League
http://www.dungeonleague.com/2010/06/24/many-changes
Experiments with procedural content generation. Laquo; Tiled & New Features. Continents on a Sphere. June 24, 2010, 00:11. I have decided to change the direction of my world generation project slightly. I am quite happy with most of the results I have created so far. I would like to expand these to work mapped onto a sphere instead of a plane. There are a few reasons for doing this:. I prefer the use of hexagons to squares for any game I eventually build on top of it. Seems like an interesting challenge.
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