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Game timers: Issues and solutions


When I started game programming I ran into an issue common to most aspiring game developers: The naive infinite loop resulted in many problems (among then difficulties to record a game session properly) that led the game design to feature convoluted and confusing "fixes" ./>
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Since I came up with a simple solution in my last engine (SHMUP: An iOS / Android / MacOS X / Windows Shoot'em Up) I wanted to share it here:/>
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Maybe it will save a few hours to someone :) !/>
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Fabien Sanglard
Posted at 2012-12-25 01:08:45 | Software | read on

������� Blender 2.65 � ���������� Open Shading Language

����� �� ������� �������� ���������� Blender, ������ � ������ �������� ������� ����� ������ �����-�� ���� �� ������� ��������������� ������ 2.65. �������� �������������� �������, ��� � ����� ������ ������������ ���� ��� ��-���� ��������� Open Shading Language.

Графика в Linux
Posted at 2012-12-11 07:43:10 | Art_and_designSoftware | read on

2012-11-29

We are glad to announce the switch to git from mercurial in all of our repositories. You can find them at git.suckless.org Many thanks to 20h for his contribution!

suckless.org news
Posted at 2012-11-29 00:00:00 | Software | read on

2012-10-28

sprop 0.1 released: download

suckless.org news
Posted at 2012-10-28 00:00:00 | Software | read on

2012-10-14

Today we heard a very sad news that our friend, contributor and philosophical advisor Uriel has passed away peacefully. We will miss him a lot.

RIP

suckless.org news
Posted at 2012-10-14 00:00:00 | Software | read on

Quake 3Source Code Review


Since I had one week before my next contract I decided to finish my "cycle of id". After Doom, Doom Iphone, Quake1, Quake2, Wolfenstein iPhone and Doom3 I decided to read the last codebase I did not review yet:
idTech3 the 3D engine that powers Quake III and Quake Live.
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Fabien Sanglard
Posted at 2012-06-30 01:08:45 | Software | read on

Oculus RIFT development


Virtual Reality headsets have been consistently disappointing for several decades. Three reasons come to mind in order to explain this state of things:
The hardware is expensive: The latest Sony HMZ-T1 is 799$. The hardware is not good enough: The motion sensor, screen latency and screen limited Field of View are unable to provide a feeling of immersion. The software is non-existent: No major studio has ever supported VR Headsets. ...

Fabien Sanglard
Posted at 2012-06-30 01:08:45 | Software | read on

Doom3 Source Code Review


On November 23, 2011 id Software maintained the tradition and released the source code of their previous engine. This time is was the turn of idTech4 which powered Prey, Quake 4 and of course Doom 3. Within hours the GitHub repository was forked more than 400 times and people started to look at the game internal mechanisms/port the engine on other platforms. I also jumped on it and promptly completed the Mac OS X Intel version which John Carmack kindly advertised.
In...

Fabien Sanglard
Posted at 2012-06-08 01:08:45 | Software | read on

Cracking Kevin Mitnick's Ghost In Tthe Wires Paperback Edition


I received yesterday a copy of Ghost In The Wire Paperback edition. Kevin Mitnick seems to have updated all of the challenges found at the beginning of each chapters. Since they are all available on book.google.com preview I don't think it is a big deal to publish and discuss our solutions here.
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Fabien Sanglard
Posted at 2012-05-09 01:08:45 | Software | read on

Be A Donor


This is probably the proudest moment of my Computer Science career so far: On April 17th, 2012 the Government of Ontario released the Mobile Website I designed and implemented for the major part of 2011. Beadonor.ca allows you reinforce your decision to be an organ donor. I feel honored and privileged to have been able to contribute to such a noble cause.
Many people are unaware of it but to become an organ donor is all about making sure your relatives will follow your decision when we are gone. An organ donor card...and actually any piece of paper that you...

Fabien Sanglard
Posted at 2012-04-22 01:08:45 | Software | read on
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Однажды китайский ученый Ли Хунь Янь обнаружил некоторую незначительную, однако, существенно отличающуюся от фона корреляцию между количеством псилоцибина потребляемого корфуцианскими медузами и характером передвижения оных по стенкам четырехсотлитровго шарообразного аквариума, установленного в лаборатории по случаю празднования сто второго полугодичного затмения от начала новой эры Сингулярного Прорыва. Недолго думая, Ли Хунь Янь приделал к щупальцам медуз источники излучения в видимом диапазоне но с разной длинной волны, заснял весь процесс шестью камерами с 48 часовой выдержкой, симметрично расставив последние вокруг сосуда, где резвились подопытные и через неделю собрал прелюбопытнейший материал, который, в свою очередь, лег в основу фундаментального труда, ныне известного, как теория полутретичных n-многообразий простой метрики Ли Хунь Янь, с которой (с некоторыми упрощениями и оговорками) я, по мере сил, постараюсь познакомить любопытного и пытливого читателя.

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