Overv
Re:Outrun: Execute local command using processing power of another Lin...
on Thursday March 18, 2021 @05:45PM (#26507890)
Good times, browsing the WAYWO threads every day to see what people were creating. Where do the devs hang out nowadays?
Re:Outrun: Execute local command using processing power of another Lin...
on Thursday March 18, 2021 @03:10PM (#26506362)
One way to approach this would be to use QEMU binary translation, but it would probably ruin any performance benefits.
Re:Outrun: Execute local command using processing power of another Lin...
on Thursday March 18, 2021 @03:00PM (#26506251)
When I developed this I was very much thinking of using this to run one-off compute heavy tasks, e.g. compressing a video, running scientific computations or rendering something in Blender. You would just rent a VM for a few hours with the hardware you need, set it up in a few minutes, run your job there and delete it again.
Re:Outrun: Execute local command using processing power of another Lin...
on Thursday March 18, 2021 @02:51PM (#26506137)
I love this idea! I've never played Dwarf Fortress, but I just tested it on a fresh vps by setting [SOUND:NO] and [PRINT_MODE:TEXT] in df/data/init/init.txt and it seems to work fine!
Re:Outrun: Execute local command using processing power of another Lin...
on Thursday March 18, 2021 @02:21PM (#26505760)
They are indeed bind-mounted separately in the chroot on top of the local file system: https://github.com/Overv/outrun/blob/1e86c429c60022421de68f2...
Re:3D scatterplot of an image
on Friday December 15, 2017 @12:33PM (#15933446)
Author here, not sure if I can easily fix this. The WebGL check is handled by the third-party scatter plot library.
Re:3D scatterplot of an image
on Friday December 15, 2017 @09:31AM (#15932034)
That was actually the inspiration for this project :)
Re:3D scatterplot of an image
on Friday December 15, 2017 @09:19AM (#15931926)
I've now published the source of the website on GitHub as well:
Re:3D scatterplot of an image
on Friday December 15, 2017 @08:12AM (#15931514)
I'm not sure. It's hard to say because RGB is a bad representation of the color semantics anyway. Try visualizing the images in HSV/HSL/LAB space instead.
Re:3D scatterplot of an image
on Friday December 15, 2017 @08:09AM (#15931496)
One thing it can be used for is to easily see what kind of palette a painter is using.
Re:Sublime Text 3.0
on Wednesday September 13, 2017 @12:12PM (#15239680)
It's not like Sublime Text will suddenly stop working when the developers no longer release any updates.
Re:Ask HN: Protect loved ones from online scams?
on Saturday July 29, 2017 @08:46AM (#14880944)
I found that this does not stop one from sending emails that appear to originate from addresses like [email protected] as long as the contents of the email are different from known spam emails. They are not flagged by GMail at all as long as you send them from a reputable email server through services like mailgun.com.
Re:How We Built the World’s Prettiest Auto-Generated Transit Maps
on Sunday October 09, 2016 @08:52AM (#12670971)
Why did you jump straight to MILP for ordering the lines of segments? It seems like it would be more obvious to first try ordering the routes by id for each segment. That would guarantee that routes are always ordered the same way relatively to each other and would eliminate the problem in the before/after image with much less effort.
Re:Vulkan Tutorial
on Tuesday July 19, 2016 @07:48AM (#12121152)
Descriptor layouts are the equivalent of SRT in Vulkan. It is unclear to me what exactly DispatchDraw is for, because back-face and offscreen culling are standard features of any graphics pipeline.
Brainfuck to ELF executable compiler
Re:Bootable Minecraft clone written partly in x86 Assembly
on Monday June 17, 2013 @03:07PM (#5895220)
Author here, I did look at some of the assembly output from C code, especially for frequently called functions like get_block/set_block, but other than that I used no reference but the original C code to write the assembly.
MineAssemble - Bootable Minecraft clone partly written in assembly
Ray tracing demo based on Minecraft
I've wanted to write a ray tracer accelerated by the GPU for a while, but I wanted to make it a bit more interesting than procedurally generated meshes, so I thought about doing it with a uniform voxel grid to make a little tech demo inspired by Minecraft.I'm still very new to this stuff, but I think it was interesting enough to share it with you. Perhaps someone interested in the same subject...