- How to Cross Compile LLVM: https://llvm.org/docs/HowToCrossCompileLLVM.html
- Building LLVM with CMake: https://llvm.org/docs/CMake.html
- Hints from wasi-sdk Makefile: https://github.com/CraneStation/wasi-sdk/blob/master/Makefile
- Try compiling natively (needed for llvm-tblgen and clang-tblgen)
- cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DLLVM_TARGETS_TO_BUILD="X86;WebAssembly" -DLLVM_ENABLE_PROJECTS="lld;clang" ../llvm
- Try building LLVM with WASI:
- cmake -G Ninja -DCMAKE_AR=”/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-ar” -DCMAKE_RANLIB=”/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-ranlib” -DCMAKE_C_COMPILER="/usr/local/google/home/binji/dev/wasi-sdk-5.0/opt/wasi-sdk/bin/clang" -DCMAKE_CXX_COMPILER="/usr/local/google/home/binji/dev/wasi-sdk-5.0/opt/wasi-sdk/bin/clang++" -DCMAKE_CROSSCOMPILING=True -DCMAKE_INSTALL_PREFIX=/usr/local/google/home/binji/dev/wasi-clang -DLLVM_TABLEGEN=/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-tblgen -DCLANG_TABLEGEN=/
"""Hello world, with a genetic algorithm. | |
https://twitter.com/matthen2/status/1769368467067621791 | |
""" | |
import random | |
import time | |
from dataclasses import dataclass | |
from itertools import chain | |
from typing import Iterable, List |
import collections, random, sys, textwrap | |
# Build possibles table indexed by pair of prefix words (w1, w2) | |
w1 = w2 = '' | |
possibles = collections.defaultdict(list) | |
for line in sys.stdin: | |
for word in line.split(): | |
possibles[w1, w2].append(word) | |
w1, w2 = w2, word |
I wanted my iPad Pro to be able to use the Magic Keyboard in portrait mode, but the current Smart Connector configuration does not allow this. With too much time on my hands, I made a short jumper cable using a section of USB cable, 5-pin POGO connectors (the 5-pin works using pins 1, 3, and 5, and removing pins 2 and 4), a small electrical project box, 3mm N52 magnets, and some epoxy and Sugru to pack everything into place. My cable and connections orientation had more to do with the boxes I found to encase the connector (with holes on the small end) than anything else. Obviously, there will be many ways to do this.
Note: These measurements are for the 12.9" (2020) model. The magnets did not line up and the polarity was different for my wife's iPad Pro 11" (2021).
 A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand