phaazon.blogspot.com
Graphics and FPL: Luminance – Vertex Arrays
http://phaazon.blogspot.com/2015/08/luminance-vertex-arrays.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Monday, August 10, 2015. Luminance – Vertex Arrays. I’ve been up working on vertex arrays in my work-in-progress graphics framework, luminance. For several days. I’m a bit slow, because I’ve been through a very hard breakup and have been struggling to recover and focus. But here I am! So, what’s new? Allows programmers to send. To the GPU through what is called a vertex array. Stores the vertices data. That fe...
phaazon.blogspot.com
Graphics and FPL: June 2015
http://phaazon.blogspot.com/2015_06_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Tuesday, June 30, 2015. Smoothie-0.3, Bézier curves and new user interface. It’s been a while I’ve been wanting to do that. Now it’s done! A Haskell package for dealing with curves and splines, updated to version 0.3. The first – non-breaking – change is that the package now supports Bézier. I’ve been reading about Bézier curves. Feel free to dig in the documentation on hackage for further details. File and st...
phaazon.blogspot.com
Graphics and FPL: February 2015
http://phaazon.blogspot.com/2015_02_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Saturday, February 28, 2015. Is an open-source and free audio library developped by Creative Technology. The first version, however, was made by Loki Software. The API targets spacialized audio and sound managing so that it’s simple to simulate sound attenuation over distance and Doppler effect. Is supported on a wide variety of platforms. The latest version was released in 2005 (. 9 years old ago! 8211; but t...
phaazon.blogspot.com
Graphics and FPL: Luminance – framebuffers and textures
http://phaazon.blogspot.com/2015/08/luminance-framebuffers-and-textures.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Saturday, August 01, 2015. Luminance – framebuffers and textures. I’m happily suprised that so many Haskell. First thing first, let’s tell you about how it grows. Well, pretty quickly! There’s – yet – no method to make actual renders, because I’m still working on how to implement some stuff (I’ll detail that below), but it’s going toward the right direction! Something that is almost done is the framebuffer.
phaazon.blogspot.com
Graphics and FPL: November 2014
http://phaazon.blogspot.com/2014_11_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Tuesday, November 25, 2014. Reactive programming through explicit effects. This paper is a pause from my spree about the ash. Shading language library I’m working on. I’m also working on a 3D engine, photon. In which I plan to use ash. The projects are then closely related ;). The purpose of this paper is to discover a nice way of dealing with the. Let’s have a look at these nasty things. As you can see, we ca...
phaazon.blogspot.com
Graphics and FPL: Luminance – what was that alignment stuff already?
http://phaazon.blogspot.com/2015/08/luminance-what-was-that-alignment-stuff.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Tuesday, August 11, 2015. Luminance – what was that alignment stuff already? Yesterday, I released a new article about how I implement vertex arrays in luminance. In that article, I told you that the memory was packed with alignment set to 1. Well, I’ve changed my mind. Some people pointed out that the good thing to do for most GPU is to align on 32-bit. That is, 4. Bytes The alignment should be 4. That’...
phaazon.blogspot.com
Graphics and FPL: March 2015
http://phaazon.blogspot.com/2015_03_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Sunday, March 15, 2015. Nowadays, there is a cool concept out there in the. World which is called. And is a pretty decent way to make. The problem with FRP is that, beside Wikipedia. And a few other resources, like Conal Elliott. 8217;s papers, we lack learning materials. Getting into FRP is really not trivial and because of the lack of help, you’ll need to be brave to get your feet wet. Because I found it hard.
phaazon.blogspot.com
Graphics and FPL: February 2014
http://phaazon.blogspot.com/2014_02_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Tuesday, February 25, 2014. Kwak – release 0.2.0.1. A few days ago,. 8211; an IRC server – was injured by some people performing a DDoS. It was very messy and apocalypse day, but we all ended up quite okay. Except for one little guy: kwak. It, you’ll get something – nothing interesting though. Then during a. The tellbot is disconnected, but doesn’t reconnect since I didn’t foresee it could happen. Everyone nee...
phaazon.blogspot.com
Graphics and FPL: January 2015
http://phaazon.blogspot.com/2015_01_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Wednesday, January 07, 2015. Why has type aliasing almost killed me. Type aliasing is something that’s been included in most languages for a while now. Basically, if you have a type. Means that you introduce a new. It’s not a new type, it’s just an alias, a. We do aliasing with the keyword. Aliasing is great and useful in many ways. For instance, there’s a Haskell package I love called linear. I spent more tha...
phaazon.blogspot.com
Graphics and FPL: July 2015
http://phaazon.blogspot.com/2015_07_01_archive.html
A blog about graphics, demoscene, functional programming languages and some other IT materials. Friday, July 24, 2015. Introducing Luminance, a safer OpenGL API. A few weeks ago, I was writing Haskell. Lines for a project I had been working on for a very long time. That project was a 3D engine. There are several posts about it on my blog, feel free to check out. The thing is… Times change. The more it passes, the more I become mature in what I do in the Haskell. If you are a Haskell. It’s very hard...