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Five Fun Experiments With a Fluorescent Lamp

Quantum Physics On Your Desk
Continue reading on Never Stop Writing »
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.
Hold on to Your Hardware

Tl;dr at the end.
For the better part of two decades, consumers lived in a golden age of tech. Memory got cheaper, storage increased in capacity and hardware got faster and absurdly affordable. Upgrades were routine, almost casual. If you needed more RAM, a bigger SSD, or a faster CPU or GPU, you barely had to wait a week for a discount offer and you moved on with your life. This era is ending.
What’s forming now isn’t just another pricing cycle or a short-term shortage, it is a structural shift in the hardware industry that paints a deeply grim outlook for consumers. Today, I am urging you...
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

Fun Experiments With Python and a USB Spectrometer
Continue reading on Level Up Coding »
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.