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I've recently been working on a dispatching application in Erlang that aims to work for high-performance, low-latency resource dispatching & pooling requirements. The lib is at https://github.com/ferd/dispcount, and this morning it made it in production for some of our Cassandra connection pools: The most important point: we no longer see nearly as many timeouts, which is vital for our real time bidding business and being able to know when we will or won't be able to bid. Plus, in general we managed to get more performance out of the same database. The 'not_found' values are only misses, and getting many of them is as good as getting 'hits' performance-wise. Not shown on the graph: doubling the number of workers/connections giving even better results. I'm pretty happy about it. A good way to begin the week.
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# ? Feb 20, 2012 17:54 |
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# ? Apr 29, 2024 12:42 |
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Playing with canvas again. Hand coded everything just for fun. It's hardly an efficient way of doing 3d stuff but it's pretty cool. For example, the 3d rotation is calculated like this: code:
The poly itself is stored as a series of 3d co-ordinates based on the golden ratio, it's loving hideous. Eg, one of the faces: code:
It's a pretty versatile little setup, i've set it up with cubes and stuff. It's hardly efficient though and starts choking at about 20 or so faces with a bunch of rotation. Oh and it's got some half assed click-drag rotation support that doesn't work right. Clavius fucked around with this message at 10:55 on Feb 23, 2012 |
# ? Feb 23, 2012 10:53 |
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Yeah, hand-rolled canvas 3D is fun stuff. (try to spot some broken z-sorting there, and laugh at how terrible my shading algorithm is)
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# ? Feb 23, 2012 11:28 |
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Suspicious Dish posted:Yeah, hand-rolled canvas 3D is fun stuff. (try to spot some broken z-sorting there, and laugh at how terrible my shading algorithm is) Yeah that's much more efficient than mine. I kinda built mine so I could do stupid stuff with it. My shading algorithm uses the same cripplingly inefficient add-as-you-go z values to do its thing as my z-sorting. I can do this though.
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# ? Feb 23, 2012 13:14 |
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I wrote some code to glue our processes at work together. It evolved enough to warrant splitting off and rewriting chunks. I got permission to MIT license it and stick it on github. http://github.com/tef/hate-rpc I'll hopefully carve out more time to work on it, but it is just a little beyond the prototype stage and the documentation makes it look like english is not my first language.
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# ? Feb 24, 2012 21:10 |
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wil posted:
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# ? Feb 25, 2012 08:40 |
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Been working on a dungeon crawler engine inspired by blending roguelikes with Ultima Underworld, to the end of making an iOS / Android game. The world is tile based with per tile ceiling and floor heights, which has made implementing AABB collision super simple and should also allow me to piece together randomly generated floors. Basic combat and pathfinding is in, I'm now mulling over whether to implement an inventory system or do things Hack/Slash/Loot style and just let you swap out items.
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# ? Feb 25, 2012 08:49 |
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tef posted:I wrote some code to glue our processes at work together. It evolved enough to warrant splitting off and rewriting chunks. I got permission to MIT license it and stick it on github. Looks interesting, I'll watch your progress. I've just read through the README file, I can see why you might want to use a different serialisation format than JSON for this. At work we use JSON extensively for our internal web api's and I'd be interested if you could expand a bit on the 'hosed up unicode' support in JSON as its not a problem I've hit, yet.
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# ? Feb 25, 2012 11:51 |
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json doesn't handle outside the bmp well.quote:To escape an extended character that is not in the Basic Multilingual the rfc also says things like this quote:Encoding considerations: 8bit if UTF-8; binary if UTF-16 or UTF-32
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# ? Feb 25, 2012 19:35 |
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Interrupt posted:
I see you've implemented the fabled Pork Sword.
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# ? Feb 25, 2012 23:53 |
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Interrupt posted:
This looks goddamned fantastic. Have you got a devlog up anywhere?
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# ? Feb 27, 2012 04:33 |
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Interrupt posted:
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# ? Feb 27, 2012 07:02 |
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Simple little task organizer I made, mostly to test out my AJAX skills.
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# ? Feb 27, 2012 10:15 |
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Why stay to only a picture? Here's the whole project (source code, working demos, examples and everything) http://kinect.childnodes.com/ ( Kinect + Javascript)
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# ? Feb 27, 2012 23:12 |
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lazypeterson posted:
Switch out the multiple combo boxes for an actual calendar widget. Makes date selection a lot simpler. May not matter to you if you're just testing out ajax, though.
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# ? Feb 28, 2012 14:32 |
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thedreamless posted:
This rules. As someone who was trying to learn horribly documented Python OpenNI bindings, I thank you.
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# ? Feb 28, 2012 16:14 |
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I made a stylish extension that show Trello card IDs on the main board: http://userstyles.org/styles/61623/trello-card-ids
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# ? Feb 28, 2012 23:14 |
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mwarkentin posted:I made a stylish extension that show Trello card IDs on the main board: http://userstyles.org/styles/61623/trello-card-ids I saw this retweeted by @trello before I saw this post. Cool!
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# ? Feb 28, 2012 23:21 |
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Luminous posted:Switch out the multiple combo boxes for an actual calendar widget. Makes date selection a lot simpler. May not matter to you if you're just testing out ajax, though. No actually that's great advice--I'm trying to refine my design skills (or lack thereof) as well. Thanks!
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# ? Feb 29, 2012 03:00 |
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Been working on two things. One is a SRPG written in Love2D (a great Lua framework): Another is a proof-of-concept 2/4chan clone....made in Google sites. Its weird, but it works o.k. If you have experience in those sites the functionality should make sense to you: URL is https://sites.google.com/site/gchanplus/google-chan. Batou fucked around with this message at 17:24 on Mar 1, 2012 |
# ? Mar 1, 2012 17:20 |
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Jewel posted:I love you forever. This is super clean and super nice. You are the man. You just saved my rear end in my songwriting class!
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# ? Mar 1, 2012 18:52 |
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Batou posted:Been working on two things. Haha, programmerart.png What a face! Not that I've ever produced anything better, mind.
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# ? Mar 1, 2012 19:23 |
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SavageMessiah posted:Haha, programmerart.png Hah, actually in this version the parts of the face are customizable just like armor...I have a real artist who will be doing the sprite-work for me. Final version won't be too wacky.
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# ? Mar 1, 2012 19:41 |
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Simple GUI to mimic the old WNTIPCFG GUI for our company's end users when we (finally) make the migration over to Windows 7. You want the code? View: http://pastebin.com/v8FkvK6r Logic: http://pastebin.com/Mi5PCnvk
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# ? Mar 6, 2012 03:38 |
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I've been busy working on a Python syntax checker extension for the Komodo editor. It does PEP-8 and Pylint checking. I really liked this feature from other editors but they are just so ugly on Windows for some reason. So now I have a pretty editor which highlights bad whitespace and unused imports. Hooray! http://community.activestate.com/node/7989
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# ? Mar 9, 2012 12:10 |
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Toekutr posted:
Are you using libtcod? ncurses?
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# ? Mar 9, 2012 14:57 |
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I've been working on a scifi/space roguelike off and on for a while now. I'm using Python+Libtcod and it's working out fairly well. It's still really alpha but I've been working on it quite a bit for the past two months or so. Making a roguelike in your spare time is fun It also made me fall in love with Python.
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# ? Mar 9, 2012 16:26 |
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karma_coma posted:I've been working on a scifi/space roguelike off and on for a while now. I'm using Python+Libtcod and it's working out fairly well. It's still really alpha but I've been working on it quite a bit for the past two months or so. Does it take place in space, flying a spaceship? Because that would be awesome.
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# ? Mar 9, 2012 16:48 |
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taqueso posted:Does it take place in space, flying a spaceship? Because that would be awesome. Yes, it does. Influenced heavily by the already excellent roguelike Prospector. I don't have much of the spaceship part done except for going to different planets/space stations and poo poo. No space combat yet and I'm honestly kind of dreading figuring out roguelike spaceship combat :/
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# ? Mar 9, 2012 16:55 |
karma_coma posted:Yes, it does. Influenced heavily by the already excellent roguelike Prospector. I had a look at the Prospector source and oh my god pre:for a=0 to last_ae if areaeffect(a).typ=1 and areaeffect(a).dur>0 then areaeffect(a).dur=areaeffect(a).dur-1 if areaeffect(a).typ=1 and areaeffect(a).dur=0 then dprint "the ground rumbles",14'eartquake if areaeffect(a).typ=1 and areaeffect(a).dur=0 and findbest(16,-1)>0 and rnd_range(1,6)+rnd_range(1,6)+player.science(1)>9 then dprint "Originating at "&areaeffect(a).c.x &":"&areaeffect(a).c.y,14 for x=areaeffect(a).c.x-areaeffect(a).rad to areaeffect(a).c.x+areaeffect(a).rad for y=areaeffect(a).c.y-areaeffect(a).rad to areaeffect(a).c.y+areaeffect(a).rad if x>=0 and y>=0 and x<=60 and y<=20 then p1.x=x p1.y=y if distance(p1,areaeffect(a).c)<areaeffect(a).rad then if show_eq=1 then locate p1.y+1,p1.x+1 print "." endif 'Inside radius, inside map if areaeffect(a).typ=1 then 'eartquake if areaeffect(a).dur>0 then if x=awayteam.c.x and y=awayteam.c.y and rnd_range(1,6)+rnd_range(1,6)+player.science(1)>9 then dprint "A tremor",14 if findbest(16,-1)>0 and rnd_range(1,6)+rnd_range(1,6)+player.science(1)>9 then dprint "Originating at "&areaeffect(a).c.x &":"&areaeffect(a).c.y,14 endif else areaeffect(a).dam=areaeffect(a).dam-distance(p1,areaeffect(a).c) if areaeffect(a).dam=0 then areaeffect(a).dam=0 tmap(x,y)=earthquake(tmap(x,y),areaeffect(a).dam-distance(p1,areaeffect(a).c)) if planetmap(x,y,slot)>0 then planetmap(x,y,slot)=tmap(x,y).no if planetmap(x,y,slot)<0 then planetmap(x,y,slot)=-tmap(x,y).no if rnd_range(1,100)<15-distance(p1,areaeffect(a).c) then lavapoint(rnd_range(1,5))=p1 if rnd_range(1,100)<3 then lastlocalitem=lastlocalitem+1 lastitem=lastitem+1 li(lastlocalitem)=lastitem item(lastitem)=makeitem(96,-3,-3) item(lastitem).w.x=x item(lastitem).w.y=y item(lastitem).w.m=slot endif for b=1 to lastenemy if enemy(b).c.x=x and enemy(b).c.y=y then enemy(b).hp=enemy(b).hp-areaeffect(a).dam+distance(p1,areaeffect(a).c) next if x=awayteam.c.x and y=awayteam.c.y and areaeffect(a).dam>distance(p1,areaeffect(a).c) then dprint "An Earthquake! "& damawayteam(awayteam,rnd_range(1,areaeffect(a).dam-distance(p1,areaeffect(a).c))),12 player.killedby="Earthquake" endif areaeffect(a).dam=areaeffect(a).rad endif endif endif endif next next endif
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# ? Mar 9, 2012 18:05 |
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oiseaux morts 1994 posted:I had a look at the Prospector source and oh my god Dammmnn. I've talked to that guy a few times and he's not really proud of his code but the game is still a lot of fun. My ultimate goal is combining the fun exploration of Prospector with the fun combat of DoomRL. I'm getting there..slowly.
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# ? Mar 9, 2012 18:36 |
karma_coma posted:Dammmnn. I've talked to that guy a few times and he's not really proud of his code but the game is still a lot of fun. My ultimate goal is combining the fun exploration of Prospector with the fun combat of DoomRL. I'm getting there..slowly. Yeah, Prospector owns. But next time you speak to him, introduce him to the spacebar
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# ? Mar 9, 2012 19:21 |
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Thanks for posting prospector, I hadn't heard of it before and the concept sounds pretty fun.
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# ? Mar 9, 2012 19:52 |
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I found some old plans I made for a vacuum chamber and decided to model it and render it with my ray tracer. This is the exploded view, I didn't actually design it to require floating bolts. I finally implemented explicit direct lighting as well. This was something I'd been avoiding for some time for stupid ideological reasons.
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# ? Mar 10, 2012 00:13 |
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First time I've been fooled by one of your renders. Crazy good
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# ? Mar 10, 2012 05:55 |
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That looks so good. My silly Whitted ray tracer with ambient occlusion looks like crap in comparison
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# ? Mar 10, 2012 08:50 |
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I was frantically trying to remove the dust from my screen. So good.
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# ? Mar 10, 2012 12:03 |
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How come the nuts and bolts look so different?
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# ? Mar 10, 2012 15:42 |
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steckles posted:I found some old plans I made for a vacuum chamber and decided to model it and render it with my ray tracer. This is the exploded view, I didn't actually design it to require floating bolts. gently caress you for being so much more awesome than I. Bob Morales posted:How come the nuts and bolts look so different? Because nuts go around bolts. They serve different purposes.
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# ? Mar 10, 2012 17:30 |
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# ? Apr 29, 2024 12:42 |
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Thanks guys. Just for giggles, I re-rendered the image overnight but with the chamber made of plexiglass.
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# ? Mar 10, 2012 22:13 |