Feed digilinux.ru [copy] http://digilinux.ru/feed/ has loading error: cURL error 22: The requested URL returned error: 403 Forbidden
Feed Dr. Mickey Lauer [copy] https://www.vanille-media.de/feed.xml has loading error: https://www.vanille-media.de/feed.xml is invalid XML, likely due to invalid characters. XML error: XML_ERR_NAME_REQUIRED at line 1308, column 31
Feed freepost [copy] https://freepo.st/rss/new has loading error: cURL error 22: The requested URL returned error: 500
Видеорежимы в восьмибитных компьютерах. Coolsystem — Часть 2
В данной статье кратко рассмотрены видеоконтроллеры для следующих ретро-компьютеров: ZX Spectrum, Вектор 06Ц, Commodore 64, Commodore PET, Микроша, Радио-86РК, БК-0010, Агат (модели 7 и 9) и Апогей БК-01Ц.
Поскольку мой будущий самодельный компьютер их косвенно поддерживает, необходимо собрать информацию в одном месте.
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Build a highly customizable mobile friendly HTML5 level selection screen controllable by tap, swipe and mouse wheel, written in TypeScript and powered by Phaser
A clean, fully paginated level selection system built in Phaser 4 with TypeScript, featuring horizontal drag, direction-aware snap, mouse wheel navigation and event-driven thumbnails. The UI components are fully decoupled from scene logic and designed with clear state separation. Complete source code available for download, ready to use and extend.
Simulating rotating gravity and perimeter based movement like in “Be Brave, Barb” game with Phaser, without any physics engine
HTML5 platformer engine inspired by Be Brave, Barb, built without physics. Hero walks along a dynamically generated perimeter, switches between four gravity directions, and reattaches to surfaces using continuous collision detection. Everything is driven by pure geometry, vector math, and segment intersection.
Budget Spectroscopy With Python, OpenCV, and Matplotlib

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From Dense Grids to Clean Perimeters: Extracting Shapes with Greedy Geometry – Tiled and JavaScript example
A dense grid hides simple shapes. This example uses a greedy algorithm to extract the true external perimeter from binary grid data, removing all internal edges and collapsing hundreds of cells into a clean geometric outline. Everything that follows, such as rendering, collision and movement, becomes simpler once the grid turns into a shape.
Reducing Tiled Maps to Optimized Collision Rectangles with Greedy Merging
A Tiled collision layer is just a dense grid of cells. By applying greedy rectangle merging, that grid can be reduced to a small set of non-overlapping rectangles that describe the exact same area, but are far cheaper to use at runtime. Full JavaScript example available with source code.
2026-01-30
dwm 6.8 released: download
This fixes a regression in getatomprop(): https://git.suckless.org/dwm/commit/a9aa0d8ffbb548b0b1f9f755557aef2482c0f820.html
Threads:
https://lists.suckless.org/dev/2601/35936.html https://lists.suckless.org/hackers/2601/19537.htmlIt is encouraged to upgrade to 6.8 or HEAD if you use dwm 6.7.