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Aurora Nockert auroranockert

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Nightcore

I discovered Nightcore in the deeper ends of Youtube the other day, a fascinating sub-genre of trance that seems to be mostly based on and around Youtube, and where the defining quality of the genre seems to be remixes of popular songs with an increased pitch and tempo.

`Monster' by Skillet

While every Nightcore song seem to contain stills of Japanese anime, Vocaloids or similar, almost all songs are western, and it being based on Youtube also implies that it is a phenomenon mainly based in the US or Europe. If I had to make a more precise guess, I would guess that the epicenter of the phenomenon is in the US, mostly since I find relatively few remixes of very European music, and with the obvious exceptions, relatively few Nightcore remixes in languages other than English.

`Nyan Nyan' from Macross Frontier

class HTTPSource
constructor: (@name) ->
@chunkSize = 1 * 1024 * 1024
@outputs = {}
this.reset()
start: () ->
@status = "Started"
readBig: (bits) ->
a = (@data[@offset + 0] * Math.pow(2, 32)) +
(@data[@offset + 1] * Math.pow(2, 24)) +
(@data[@offset + 2] * Math.pow(2, 16)) +
(@data[@offset + 3] * Math.pow(2, 8)) +
(@data[@offset + 4] * Math.pow(2, 0))
a = (a % Math.pow(2, 40 - @pos))
a = (a / Math.pow(2, 40 - @pos - bits))
two_sum = (a, b) ->
s = a + b; d = s - a
return [s, (a - (s - d)) + (b - d)]
two_diff = (a, b) ->
s = a - b; d = s - a
return [s, (a - (s - d)) - (b + d)]
% syn_sofm
%
% This function implements a Kohonen SOFM for clustering of a synthetic data
% set of 6 Gaussien distributions.
%
% March 2010, Mattias Ohlsson
% Email: [email protected]
% Clear
clear all;
% sunspot_fftd
%
% This function trains a focused time-delay network for the sunspot data.
%
% May 2010, Mattias Ohlsson
% Email: [email protected]
% Clear all things
clear all;
close all;
float sample_delta(sampler src, float x, float y) {
return 1.0 - sample(src, samplerCoord(src) + vec2(x, y)).r;
}
float fun_a(float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9) {
float b1 = step(0.5, p3 - p2);
float b2 = step(0.5, p4 - p3);
float b3 = step(0.5, p5 - p4);
float b4 = step(0.5, p6 - p5);
float b5 = step(0.5, p7 - p6);
http://sites.google.com/site/tripleawarclub/tripleawarmaps.xml
http://sites.google.com/site/tripleaerniebommel/home/mods/triplea_games.xml