- A = [xA, yA] is a point on the 2D plane. Same for B, C, ...
- lengths are in any unit (ex: pixels)
- code snippets are in JavaScript
angleRad = angleDeg * Math.PI / 180;
defaults write -g NSScrollViewRubberbanding -int 0 | |
defaults write -g NSAutomaticWindowAnimationsEnabled -bool false | |
defaults write -g NSScrollAnimationEnabled -bool false | |
defaults write -g NSWindowResizeTime -float 0.001 | |
defaults write -g QLPanelAnimationDuration -float 0 | |
defaults write -g NSScrollViewRubberbanding -bool false | |
defaults write -g NSDocumentRevisionsWindowTransformAnimation -bool false | |
defaults write -g NSToolbarFullScreenAnimationDuration -float 0 | |
defaults write -g NSBrowserColumnAnimationSpeedMultiplier -float 0 | |
defaults write com.apple.dock autohide-time-modifier -float 0 |
/* | |
a shader executes per pixel | |
so every thing you see here is he function for every pixel | |
raymarching is in principe a function that finds the closest point to any surface in the world | |
then we move our point by that distance and use the same function, | |
the function will probably be closer to an object in the world every time | |
and after about 40 to 200 iterations you'll either have found an object or | |
missed them all into infinity |
# Hello, and welcome to makefile basics. | |
# | |
# You will learn why `make` is so great, and why, despite its "weird" syntax, | |
# it is actually a highly expressive, efficient, and powerful way to build | |
# programs. | |
# | |
# Once you're done here, go to | |
# http://www.gnu.org/software/make/manual/make.html | |
# to learn SOOOO much more. |