What I did today

Source code pro ftw

I’ll bite… Now you’ve got me thinking about fonts for Vangard. This looks authentic and free:

:slight_smile:

Ra4king suggested to me DejaVu Sans Mono… And I have never gone back.

Edit: for programming of course.

Just tried DejaVu and immediately reverted to my favorite and Eclipse-default “Consolas” under Windows.
For me, DejaVu has too much horizontal spacing between the glyphs - or the glyphs are too wide -, which makes it harder for the eye/mind to read and recognize words.
It just feels like reading a s e q u e n c e o f l e t t e r s instead of a Java identifier.
Consolas is monospaced but has narrower glyphs, which makes identifying words easier, IMO.

DejaVu is really good. my current is Liberation Mono tho’.

On windows: Consolas
On Mac: Monaco

They’re my choice.

Finally got around to programming Conway’s game of life. No clue why I didn’t do it before. But it works. Space to start/pause generations, Q/W to increase or decrease ms betweens generations.

Yup, plain Consolas 11 directly in text files :point:

Using Consolas for Windows and Droid Sans Mono for Linux.
For printing I’m using the Liberation fonts though.

If you feel like wasting lots of time agonizing over programming fonts, there’s this: https://github.com/chrissimpkins/codeface

EDIT: Oh and Inconsolata is Consolas variant.

Making Midi Player like Synthesia :slight_smile:
for learning play piano ^^

need add some Gui + time line etc, but now can load Midi file and play notes =)

found out that openCL has no atomic_char type :frowning:

Did a cartoonize texture shader in WebGL for fun which loads an image into the texture and turns it into a cartoon:

I took the main shader from Geeks3D post, and added a hue shift to it for fun.

sweet. i ran into their cross stitched shader back when … jpg 1, jpg 2

Wrote a Twitter bot. It tweets a random number, 0 to 1000 every 5 minutes. It’s offline right now, but you can still look through the ~150 tweets it’s already done.

Link

For about one year I wanted to do that and today afternoon I finally got to implementing “Stackless KD-Tree Traversal” for my OpenGL Compute Shader raytracing demos with LWJGL3.
…took me about 50 GPU resets. :slight_smile:

awesome sauce! i’m still stuck with a stack, which works good with openCL but never with compute shaders.

Thanks!
Care for a cup of tea? :slight_smile:
90,669 vertices render on a mobile Quadro K2000M at around 16 FPS @ 1340x760 pixels (of course, most of the pixels there are discarded fast.)
And this is of course also just for the “first” bounce.
It builds on this excellent kd-tree implementation with surface-area heuristics by the same people that published the stackless kd-tree traversal paper.
I just added the ropes from that paper and of course the whole compute shader implementing the traversal.
Depth image

Some debug image (the lighter the color, the more ropes are being followed and the more children are being descended into)

Neat. JGT has started a common repo of source code from articles: https://github.com/erich666/jgt-code

oh very! i remember reading these without any colors.