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Creating an Integrated Development Environment

The Texas Instruments community does not have a modern, well-working IDE for development. A while ago, I thought I’d take up the responsibility and create tiDE - Texas Instruments Development Environment. It’s an open source IDE which, although geared heavily towards TI development, should be easy to adapt to many more languages if you so choose. I just want to highlight some interesting things about it.

First of all, it has support for a plethora of languages (or at least it will - languages already supported are highlighted): z80 Assembly, z80 TI-Basic, z80 Axe Parser, 68k Assembly, 68k...

Drew DeVault's blog
Posted at 2011-07-23 13:00:00 | Software | read on

On the Use of Internet Filtering

Wow, it’s been a long time since I’ve made a post. Sorry about that.

I recently had a conversation with some friends about internet filtering. It’s a terrible system that tempts parents, bosses, and more to restrict their underlings access to the internet - and it barely works. There are numerous reasons why I don’t like this system, and think that it poses a severe threat to the internet.

Filters are the Wrong Solution

There may be legitimate reasons for a parent to want their children to avoid certain websites on the internet. However, filters are the wrong way...

Drew DeVault's blog
Posted at 2011-07-23 12:00:00 | Software | read on

Hacker Monthly publication


Hacker Monthly July edition has published my article in which I described the internals of Doom engine..
. More...

Fabien Sanglard
Posted at 2011-07-15 01:36:45 | Software | read on

SHMUP Source Code


I have decided to release the full source code of "Shmup" a shoot'em up 3D engine specially designed for mobile platform and released on iOS in 2010. The game and engine are fairly inspired of Ikaruga, the legendary shmup from the 1999 DreamCast. Anything you saw in Ikaruga, this engine can do it too.
The license is GPL which mean you have to release the source code of what you produce with it. Note that the data folder is provided so you can play with it but you are not free to redistribute it and I remain the owner of...

Fabien Sanglard
Posted at 2011-06-30 07:36:45 | Software | read on

Polygon Codec


Back in the summer of 2009 I was working on a 3D engine that would power my next game: A 3D shoot'em up a la Ikaruga. The target was the very first iPhone (now called iPhone 2G). Despite being impressive on paper (600Mhz with dedicated GPU), the hardware had several issues and the lack of dedicated VRAM was a huge bottleneck.
Unwilling to settle for anything less than 60 frames per second I became obsessed with saving bandwidth and I tried different approach until an idea proved to be not so bad...but I had to dive in the four dimensionnal...

Fabien Sanglard
Posted at 2011-06-26 21:36:45 | Software | read on

Inferno для Windows Mobile

Здесь можно найти сборку и пару скриншотов.

inferno
Posted at 2011-05-14 15:52:00 | Software | read on

2011-05-14

Anselm gave a talk about The 'suckless.org' universe at the LinuxTag 2011 conference in Berlin.

suckless.org news
Posted at 2011-05-14 00:00:00 | Software | read on

Plan9front - очередной форк plan9

Не так давно Cinap Lenrek, автор Linux-эмулятора linuxemu, SMB-сервера cifsd, newboot и кучи другого p9-софта, создал форк Plan 9 под названием plan9front.
Это не было бы столь интересно, если бы автор не успевал "строчить" по 10-20 коммитов ежедневно, а список изменений не был бы таким занимательным:
* 9load заменен на более развитый 9boot.
* Файловая система fossil заменена на cwfs.
* Язык программирования и среда исполнения языка Go.
* Новый файловый сервер kbdfs.
* Возможность установки с USB CD-ROM, USB HDD и USB FLASH.
* SMB-сервер cifsd в комплекте.
* Python и Mercurial.
* Эмулятор tty.
* Эмулятор /dev/realmode realemu, позволяющий активировать графический режим на ранее не поддерживаемых видео-картах.
* Драйвера...

inferno
Posted at 2011-05-10 16:38:00 | Software | read on

Разработка модулей для Limbo на C

Очередная статья Powerman'а на хабре.
UPD продолжение.

inferno
Posted at 2011-05-04 09:26:00 | Software | read on

dEngine Source Code Released


I've decided to release the source code of the OpenGS ES 1.0/2.0 renderers I wrote in the summer of 2009 nicknamed "dEngine". It was the first renderer to feature Shadow Mapping and Bump Mapping on iPhone at the time. Note that shadow mapping was achieve by packing the depth informations in a color texture but now you have access to GL_OES_depth_texture so you should be able to gain so more speed.
I consider it a good tutorial for OpenGL ES 2.0, you can read about bump-mapping and shadow-mapping with a fun example from a Doom 3 level.
The OpenGL ES 2.0...

Fabien Sanglard
Posted at 2011-04-28 21:36:45 | 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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