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2014-11-24
There will be a suckless assembly at the 31C3. The whole suckless community is invited to come, meet and hack!
Comment on Why another kymograph ImageJ plugin? by katpyxa
In reply to Johannes Schindelin.
Ok, thanks for pushing me in right direction.
I’ve made an update site and a page for plugin at Fiji’s wiki.
Comment on Why another kymograph ImageJ plugin? by katpyxa
In reply to Johannes Schindelin.
Yes, I thought about it, thanks for comment. I just need to go through the FIJI submission workflow/requirements.
Comment on Why another kymograph ImageJ plugin? by Johannes Schindelin
How about making this an update site? Otherwise the vast majority of life scientists will be unable to use it.
Let's compile like it's 1992
I have been tinkering with the vanilla source code of Wolfenstein 3D from 1992. Even though it is more than 20 years old: It still compile and here is how to do it (with plenty of screenshots).
Game Engine Black Books
I am almost done with the first volume of what I hope will become a serie called "Game Engine Black Book". Each book would take further what I tried to do with my articles: Explain simply, yet in great details, a legendary game engine. For the first one I decided to go with Wolfenstein 3D.
Trespasser: Jurassic Park CG Source Code Review

Jurassic Park: Trespasser is an unique piece of software: It is a game that has managed to reach both infamous and cult status.
Released in October 1998 after a three years development cycle, it was unanimously destroyed by critics. But it did not fail by much and managed to grow an impressive mass of fans that wrote editors, released patches, reverse-engineered the assets, added features, produced new dinosaurs, levels and even started a remake. 20 years later, bloggers still write about it and the post-mortem by Richard Wyckoff is one of the most fascinating behind-the-scene tale I have ever read.
From...
Git Source Code Review

Since its release in December 2005, git has taken over the software industry. In combination with GitHub it is now a powerful tool to publish and share code: From big teams (linux kernel, id Software, Epic Unreal) to single individual (Prince of Persia, Another world, Rick Dangerous), many have adopted it as their main SCM.
I wanted to get a better understanding of the "stupid content tracker" and see how it was built so I spent a few weeks in my spare time reading the source code. I found it tiny, tidy, well-documented and overall pleasant to read.
As usual I...