This document has a more accessible location, here:
http://nickporcino.com/posts/last_mile_interchange.html
I'll maintain a copy here too, this is a nice place to support discussion.
This document has a more accessible location, here:
http://nickporcino.com/posts/last_mile_interchange.html
I'll maintain a copy here too, this is a nice place to support discussion.
| BoldBlack=128,128,128 | |
| Red=255,64,40 | |
| BoldRed=255,128,64 | |
| Green=64,200,64 | |
| BoldGreen=64,255,64 | |
| Yellow=190,190,0 | |
| BoldYellow=255,255,64 | |
| Blue=0,128,255 | |
| BoldBlue=128,160,255 | |
| Magenta=200,64,255 |
| // Convert a timepoint to seconds | |
| MyTimePoint tp = whatever(); | |
| double x = std::chrono::time_point_cast<std::chrono::duration<double>>(tp).time_since_epoch().count(); |
| #include <iostream> | |
| #include <functional> | |
| void f() {} | |
| void g(int) {} | |
| void h(int*,char&) {} | |
| void i(float,bool) {} | |
| void j(const char *const) {} | |
| void k(void()) {} | |
| int l() { return {}; } |
https://mythic-engine.obsidianportal.com/wikis/kwakiutl-mythology An encyclopedia, of sorts, of Kwakiutl mythology
https://github.com/tillhainbach/FastEMD Fast Earth Moving Distance simulation https://github.com/Magnus2/MeshSdf Mesh SdF
https://github.com/sttng/LegoToR Lego to Renderman
https://gist.github.com/chriseidhof/26768f0b63fa3cdf8b46821e099df5ff SwiftUI boilerplate starter
| ImGuiStyle& style = ImGui::GetStyle(); | |
| style.ChildWindowRounding = 3.f; | |
| style.GrabRounding = 0.f; | |
| style.WindowRounding = 0.f; | |
| style.ScrollbarRounding = 3.f; | |
| style.FrameRounding = 3.f; | |
| style.WindowTitleAlign = ImVec2(0.5f,0.5f); | |
| style.Colors[ImGuiCol_Text] = ImVec4(0.73f, 0.73f, 0.73f, 1.00f); |
| float D_GGX(float linearRoughness, float NoH, const vec3 h) { | |
| // Walter et al. 2007, "Microfacet Models for Refraction through Rough Surfaces" | |
| // In mediump, there are two problems computing 1.0 - NoH^2 | |
| // 1) 1.0 - NoH^2 suffers floating point cancellation when NoH^2 is close to 1 (highlights) | |
| // 2) NoH doesn't have enough precision around 1.0 | |
| // Both problem can be fixed by computing 1-NoH^2 in highp and providing NoH in highp as well | |
| // However, we can do better using Lagrange's identity: | |
| // ||a x b||^2 = ||a||^2 ||b||^2 - (a . b)^2 |
| #include <unordered_map> | |
| using namespace std; | |
| // EntityIds are globally unique and do not get recycled. | |
| typedef int EntityId; | |
| const EntityId null_entity = 0; | |
| class EntitySubSystem { |
| #include "cinder/app/AppCocoaTouch.h" | |
| #include "cinder/app/Renderer.h" | |
| #include "cinder/Camera.h" | |
| #include "cinder/CinderResources.h" | |
| #include "cinder/ImageIo.h" | |
| #include "cinder/gl/Texture.h" | |
| #include <vector> | |
| #include <map> | |
| #include <list> |