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Contains Acetone posted:Playing around with the GalaxyZoo dataset that's up on Kaggle.com: This is from waay back but pretty cool stuff. Came across it since I'm now trying to build a RBM from scratch so this is going to be a fun time figuring out all the gaps I have in ML knowledge Did you get to post the source somewhere eventually?
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# ? Nov 15, 2015 16:42 |
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# ? Apr 24, 2024 22:34 |
mobby_6kl posted:This is from waay back but pretty cool stuff. Came across it since I'm now trying to build a RBM from scratch so this is going to be a fun time figuring out all the gaps I have in ML knowledge Contains Acetone's RBM trainer is waaaaaay faster than my code, but if you're only looking for curiosity, you can check this out: https://github.com/JosephCatrambone/Aij Screenshot:
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# ? Nov 16, 2015 05:32 |
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This is more stuff I worked on in July but our procedural wood got released this weekend! I didn't contribute much to the overall material model beyond a few very minor tweaks, but I did code the noise functions, the Marschner BRDF sampler, material shader and so on for the path tracer implementation. My model and material choices are ... programmer-y, largely because I was working with 5 alpha material presets, some random .obj:s I had on my drive and our testing framework. I could probably do better with the actual release even with my anemic design skills but that would be cheating. Turns out making everything appear carved out of single solid blocks of wood makes it look like you're post some artisanal and particularly hipster sort of apocalypse. Also, I should use less dof.
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# ? Nov 18, 2015 01:33 |
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That shader is soooo pretty. Can you do any more examples of silly all wood things?
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# ? Nov 18, 2015 02:52 |
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Xerophyte posted:This is more stuff I worked on in July but our procedural wood got released this weekend! I didn't contribute much to the overall material model beyond a few very minor tweaks, but I did code the noise functions, the Marschner BRDF sampler, material shader and so on for the path tracer implementation. My model and material choices are ... programmer-y, largely because I was working with 5 alpha material presets, some random .obj:s I had on my drive and our testing framework. I could probably do better with the actual release even with my anemic design skills but that would be cheating. can i have permission to use this as my okcupid avatar
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# ? Nov 18, 2015 03:43 |
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Xerophyte posted:procedural wood
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# ? Nov 18, 2015 14:06 |
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The two floating pieces at the back aren't really helping the illusion.
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# ? Nov 18, 2015 19:28 |
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MrMoo posted:The two floating pieces at the back aren't really helping the illusion. Looks like they're sitting on the ground, you can see the reflection of the one on the left.
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# ? Nov 18, 2015 19:30 |
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We're banking on good overlap between wood fetishists and cad users, clearly that's working out.Obsurveyor posted:Looks like they're sitting on the ground, you can see the reflection of the one on the left. Nah, there's totally a bunch of junk just floating in midair for that shot. Also, the exhaust isn't connected and is intersecting the drive band thing. It's a random model from some test suite.
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# ? Nov 18, 2015 20:11 |
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I''m relearning C++ by writing an Apple I emulator. It has... a few issues.
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# ? Nov 18, 2015 23:38 |
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Luigi Thirty posted:I''m relearning C++ by writing an Apple I emulator. It has... a few issues. Your computer needs to lay off the weed Shouldn't be too hard to just reverse the instructions right?
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# ? Nov 19, 2015 00:05 |
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# ? Nov 21, 2015 19:19 |
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I would like to play that. Yes, I would.
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# ? Nov 21, 2015 22:21 |
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Thank you. Little confidence boosts like that really keep ya going. You will be able to. 2016 on Steam, hopefully!
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# ? Nov 22, 2015 00:43 |
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code:
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# ? Nov 26, 2015 00:51 |
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Exciting screenshot! (I just got my JavaScript S-SMP emulator working. This coprocessor is a loving beast. Imagine a crazy as gently caress DSP hooked up to a bootleg 6502 with tons of wacky enhancements. Sony knew what they were doing.) http://magcius.github.io/spc.js/spc.html It pauses every now and then because the CPU is being driven by setTimeout, not the Web Audio API. And it's also faster than you remember because I'm feeding it 32kHz audio and your browser likes 44.1kHz or 48kHz instead.
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# ? Nov 30, 2015 10:40 |
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Cool. But did you bookmark the page?
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# ? Nov 30, 2015 11:55 |
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Suspicious Dish posted:Exciting screenshot! Please use requestAnimationFrame instead of setTimeout so it loses focus gracefully
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# ? Nov 30, 2015 19:34 |
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RAF is also wrong for sound-based callbacks. I need to drive it from the AudioContext, but I was just too lazy to do that at 3AM last night when I was writing the demo up.
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# ? Nov 30, 2015 19:41 |
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# ? Nov 30, 2015 21:21 |
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Yay, Haxe! (An underloved language and toolset, IMHO).
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# ? Dec 1, 2015 09:58 |
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minidracula posted:Yay, Haxe! I can only agree.
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# ? Dec 1, 2015 22:05 |
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Just tinkering around... I have to confess that Internet Janitor's continued interest in K/Q/Kona/oK and posting about it is one of the things that's keeping me coming back to J, K/Q, and now actual APL on a more consistent cadence than I previously kept (maybe once a year or longer between fiddles). Thanks Internet Janitor!
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# ? Dec 9, 2015 19:50 |
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I made a thread for APL-family languages you might enjoy checking out.
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# ? Dec 9, 2015 19:56 |
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Firefox and Chrome have quite an odd event loop which can also process tasks, delayed tasks, and idle tasks. The DevTools interface uses this task feature to communicate between threads and an internal HTTP server, I have cloned this functionality in a very simple market data land app. There are two completely independent threads, one consuming market data (AAPL, MSFT) and storing a cached copy, and one providing copies of a CoW snapshot of the cached copy. I don't want both threads to stall when querying instrumentation and I don't want to be completely mental and have a separate HTTP server for each thread, just the provider. So the HTTP frontend queries over a web socket for provider and consumer thread information, the provider thread can reply immediately, the consumer thread request is enqueued as an asynchronous task. When the consumer thread has finished processing incoming data it executes any tasks, one such is to query the thread instrumentation (which thus does not requiring any locking or synchronization), serializes into JSON and punts back a new task to the provider thread as another asynchronous task. The provider thread then wakes up reads the JSON response and forwards over the web socket. C++ code:
MrMoo fucked around with this message at 01:01 on Dec 12, 2015 |
# ? Dec 11, 2015 16:52 |
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I made a website for asking/answering questions about feature parity across languages and/or frameworks as a side project. Hopefully some of you can find use in it.
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# ? Dec 11, 2015 21:28 |
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Literally Elvis posted:
I like the idea, but I feel this shouldn't be shown on page load for a split second Especially when you're then swapping to a "Log in" page immediately. Seems like something's being served up when it shouldn't be.
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# ? Dec 12, 2015 00:44 |
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Looks like AngularJS being AngularJS.
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# ? Dec 12, 2015 00:48 |
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Literally Elvis posted:
The ad on the unanswered questions list covers up the bottommost two questions on my screen.
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# ? Dec 14, 2015 10:07 |
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Dicking around with my terrain generator. I got rivers working! Kinda... It picks a random point, and assigns it a flow value. A pixel with flow value 3 will flow to the 3 lowest adjacent pixels. Pixels with flow 1 never exhaust and just flow until they have nowhere to flow to. It does this for however many water sources are specified on the setup tab. Next step is to implement pooling when a river hits a low point with no lower neighbor pixels. Then I can figure out outflow from lakes and the rivers may eventually hit the goddamn ocean at a rate higher than 1 in 8. The realistic/logical way to accomplish that goal is to somehow model erosion such that rivers carve their own channels to the sea, but pfffft, gently caress that. I'm pretty pleased with this shitheap considering how little actual design went into it. Blue Footed Booby fucked around with this message at 01:57 on Dec 16, 2015 |
# ? Dec 14, 2015 23:47 |
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Rahu posted:I am not very far into this yet, but I'm working on a Cycles renderer plugin for 3ds max. Small update on the progress I've made here since october. I've rewritten basically everything as I didn't have a good handle on the max API at first. Now that I do I've been able to reogranize all my bits and bobs in a better way. I also gave up on the effort to map max materials because that was really just a mess. I have a bad approximation of the standard material in and I'm working on building support for the native cycles material types in the max node editor. Recently, I added the emissive material as well as support for most of Max's native texture types like bitmaps, which together allowed me to produce this art!
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# ? Dec 18, 2015 13:48 |
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what is that texture, i like it
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# ? Dec 18, 2015 18:54 |
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double post thanks firefox
Space Kablooey fucked around with this message at 20:13 on Dec 18, 2015 |
# ? Dec 18, 2015 20:11 |
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Blue Footed Booby posted:Dicking around with my terrain generator. I got rivers working! Kinda... I always wanted to build a terrain generator. Do you have any recommendation on articles/tutorials?
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# ? Dec 18, 2015 20:13 |
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Suspicious Dish posted:what is that texture, i like it It's Fiesta Cat, a goon-made meme destined for success. http://forums.somethingawful.com/dictionary.php?act=3&topicid=16
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# ? Dec 18, 2015 20:19 |
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nice, nice. i use a random file i found on my hard drive one day called "Craig.jpg" that i've never been able to find the source of, as my test texture
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# ? Dec 18, 2015 20:29 |
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HardDisk posted:I always wanted to build a terrain generator. Do you have any recommendation on articles/tutorials? there's a ridiculous amount of professional AND hobby-level content out there, but this is as good a place to start as any: http://vterrain.org/Elevation/Artificial/ e: this, along with most of what Amit put up, is also great and probably more current (I couldn't find the link before): http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/ Hubis fucked around with this message at 22:55 on Dec 18, 2015 |
# ? Dec 18, 2015 22:49 |
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Maide posted:It's Fiesta Cat, a goon-made meme destined for success. http://forums.somethingawful.com/dictionary.php?act=3&topicid=16 I had totally forgotten about this FAMOUS INTERNET MEME until that image.
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# ? Dec 18, 2015 23:15 |
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HardDisk posted:I always wanted to build a terrain generator. Do you have any recommendation on articles/tutorials? As far as generating the base heightmap, I have no references and no plan. I just do stuff and sometimes it works. The implementations of perlin and simplex noise presumably came from the internet at some point in the past four or so years. I found them on an old hard drive and started this project on a whim. The terrain in that screenshot is 5 layer of simplex noise, each with twice the frequency and half the amplitude of the previous, and each with a random seed. I assigned colors to arbitrary height ranges--picking colors to make it look terrainy--but it's still basically just a heightmap. I stumbled on this page about erosion modeling algorithms the other day but haven't tried any of them yet. They seem surprisingly simple. Blue Footed Booby fucked around with this message at 19:21 on Dec 19, 2015 |
# ? Dec 19, 2015 19:19 |
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# ? Apr 24, 2024 22:34 |
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Jewel posted:I like the idea, but I feel this shouldn't be shown on page load for a split second Sebbe posted:The ad on the unanswered questions list covers up the bottommost two questions on my screen. Oh and I made the repo public on Github, so anybody can submit issues there and i'll try to address them. I refactored a huge chunk of the app and got rid of a bunch of routes, so if there's something I didn't test for, please feel free to let me know.
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# ? Dec 20, 2015 12:19 |