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The Oblong

A place for rambling about code and games

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The Oblong | oblong-code.blogspot.com Reviews
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A place for rambling about code and games
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1 the oblong
2 parallel delaunay triangulation
3 floatn
4 query a
5 type and
6 positionof
7 the utility function
8 initdly
9 oops anyway
10 where
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The Oblong | oblong-code.blogspot.com Reviews

https://oblong-code.blogspot.com

A place for rambling about code and games

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1

The Oblong: Tweaks

http://oblong-code.blogspot.com/2012/03/tweaks.html

A place for rambling about code and games. Wednesday, 7 March 2012. Minor tweaks of late. Restructured the rendering quite a bit. Keeping things very, very simple still: the rendering thread owns a list of functions that execute each frame, in the order in which they were added. Dumb as a pile of bricks, and assumes that each such render-function will actually do a bunch of stuff including culling. Reduce (fn [s f] (f s) initial-state render-funcs). Cuddly-ish, but not very. Is this open source? 13 March...

2

The Oblong: Lights!

http://oblong-code.blogspot.com/2012/02/lights.html

A place for rambling about code and games. Monday, 27 February 2012. Decided it was time to fling some deferred rendering at the project, because who doesn't like taking huge chunks of VRAM to do simple things? Thanks to Jotaf's comments last week, I have a much easier method for making and rendering walls, so it only took a few minutes of Blender-torture to generate new ones. Cel-shading and voxel graphics seem to work great: Heres Minecraft with them added on. 14 March 2012 at 04:01. This weekend I had...

3

The Oblong: Clojure-flavoured Rendering Framework: State

http://oblong-code.blogspot.com/2012/03/clojure-flavoured-rendering-framework.html

A place for rambling about code and games. Wednesday, 14 March 2012. Clojure-flavoured Rendering Framework: State. My rendering framework, such as it is, sits on clojars.org and does. not very much. That should change. I can't guess how useful it'd be to anyone else, but it could certainly be a lot more friendly. With that in mind, I started taking a critical look at a few emergent antipatterns in the very core of the framework: the OpenGL wrapper. This example, I am happy with. Mostly. Mutate some OpenG...

4

The Oblong: Sweden, Ho!

http://oblong-code.blogspot.com/2013/01/sweden-ho.html

A place for rambling about code and games. Friday, 18 January 2013. Now living in Uppsala, working in Stockholm. The past few months have been pretty exciting and we just moved to a new flat, but things are settling down. I've had a little time to poke at my personal projects, although I'd always like more. My recent obsession has been with managing state. For many things, I seem to be tending towards a pipeline approach:. Assoc, dissoc, assoc-in, update-in, merge. Other advantages include very quick ins...

5

The Oblong: 2D Is Easier

http://oblong-code.blogspot.com/2012/02/2d-is-easier.html

A place for rambling about code and games. Sunday, 19 February 2012. Annoyed with my inability to find a nice way to create 3D tiles, I made a little tiny tile-editor for the 2D version. Everything's so much easier in 2D. Ah well. Yes, no matter how much the doom of 2D was heralded a few years back, it will never die because of how much it simplifies things :). The number of combinations drops immediately: you only need 1 concave mesh, and 1 convex mesh, for the 2 corner types that arise. (Just see t...

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Vending Machines [and the Butlerian Jihad] | Servile Machines

https://servilemachines.wordpress.com/2010/08/28/vending-machines

Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic. Vending Machines [and the Butlerian Jihad]. This feels a little contrived now, because I’ve spoken about this so many times in person, but. Puts it, as “Very imperative, and with a hint of a mocking sneer.”. Exciting story, no? In order to train us into obeying machines that we might later voluntarily give up our freedoms. Regardless, after receiving a visit fr...

servilemachines.wordpress.com servilemachines.wordpress.com

Windows Environment Variables | Servile Machines

https://servilemachines.wordpress.com/2010/09/04/windows-environment-variables

Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic. Before I branch out into other subjects I wanted to geek out again briefly and talk about, in my opinion, one of Windows’ longest-serving awful UIs (at least now that they’ve fixed the add fonts dialog. Which ran from ’95 to XP). I’ve been playing with Eclipse. Recently, as a likely replacement for Pythonwin. This is the dialog where I get most upset:. While it...

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Hello, world! | Servile Machines

https://servilemachines.wordpress.com/2010/08/27/hello-world

Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic. In short, this seems like a good idea. While there are many reasons to take to writing a blog I find myself too often ranting at great length about subjects many, repeatedly; so, with a view to minimising the need for repetition if nothing else, I have opted to seek to write blog posts instead. Also, I love commas. By Phil McArdle on August 27, 2010. Sorry, you...

macropolygon.wordpress.com macropolygon.wordpress.com

About | Macropolygon

https://macropolygon.wordpress.com/about

Simon's graphics musings. I’m Simon Taylor, a graphics programmer at Realtime Worlds where I work on APB. This blog is a place for my random thoughts on games, game development and real-time rendering. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. Possible workaround: blogs.msdn.microsoft.com/oldnewthing/20. Saw someone at a D3D12 talk ask if he could use it from python. Be very afraid. 2 years ago. Charles' Games Blog.

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About | Servile Machines

https://servilemachines.wordpress.com/about

Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic. I will, in time, populate this page with information one might usually expect to see on such a page. In the meantime, this serves to inform you that the header image is cropped from a Narnia. Wallpaper of 5 years ago – I mention this because it’s perhaps not perceivably in-theme. To find WordPress blogs using the same theme as me, heh. Leave a Reply Cancel reply.

macropolygon.wordpress.com macropolygon.wordpress.com

APB Customisation Presentation | Macropolygon

https://macropolygon.wordpress.com/2010/08/12/apb-customisation-presentation

Simon's graphics musings. Stochastic Rasterization and Deferred Rendering →. This is the first in what will hopefully become a series of posts detailing some of the techniques and ideas that we used in making APB. It’s also the easiest one to write, since it’s already done! My boss Maurizio Sciglio and I gave a talk at GDC 2010 about APB customisation system. The slides and video are available at the GDC Vault ( http:/ www.gdcvault.com/. Anyway, here it is: APB Customisation GDC 2010. You are commenting ...

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Simon | Macropolygon

https://macropolygon.wordpress.com/author/macropolygon

Simon's graphics musings. I'm a lead developer at Geomerics working on the integration of Enlighten into various game engines. This blog is for random musing about real-time rendering and games development. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. My boss Maurizio … Continue reading →. Evaluating Debugged-Process Memory in a Visual Studio Extension. Stochastic Rasterization and Deferred Rendering. Saw someone at a D3D12 talk ask if ...

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August | 2010 | Macropolygon

https://macropolygon.wordpress.com/2010/08

Simon's graphics musings. Monthly Archives: August 2010. Stochastic Rasterization and Deferred Rendering. After discussion with Repi, and reading the recent Decoupled Sampling paper, I’ve been thinking about how deferred rendering techniques can interact with stochastic sampling for defocus and motion blur. We all know that deferred techniques don’t play very nice with … Continue reading →. My boss Maurizio … Continue reading →. Evaluating Debugged-Process Memory in a Visual Studio Extension.

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The Oblong

A place for rambling about code and games. Tuesday, 11 February 2014. Resource handling post will happen in a bit, as I got distracted after reading a fascinating paper entitled Localizing the Delaunay Triangulation and its Parallel Implementation. Renjie Chen/Craig Gotsman). The paper itself is quite googleable, although in some cases it hides behind a paywall. First, some elided code: I have some very, very simple linear algebra types kicking around of the form. In particular, the. Data Delaunay = Dela...

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