polymonster
Show HN: Diig: a music discovery app for record diggers
https://polymonster.co.uk/blog/diig
An app I have been working on for a while to improve the ergonomics and responsiveness of browsing online record shops
It’s an instagram style UI but for scrolling through record releases and snippets, worked on making it responsive as possible with low latency audio playback so you can browse a lot of stuff quickly.
Wrote about it on my blog: https://www.polymonster.co.uk/blog/diig
And GitHub repo: https://github.com/polymonster/diig
Show HN: Diig: a music discovery app for record diggers
https://www.polymonster.co.uk/blog/diig
I had been working on this thing for a while but didn't share it anywhere. Be interested to know if there are any people who this would appeal to.
Maintaining CI Is a Pain in The
A Haiku About Debugging and the Perception of Productivity
A music digging app for record collectors, with instagram style feed for listening to new vinyl snippets
Show HN: Maths-rs – Linear algebra library for graphics and gamedev
Hot reloading C++ for rapid development with the help of fungos/cr
Show HN: Pmbuild: A simple, configurable and extendible build system for gamedev
A quick solution for OpenGLES lack of wireframe fill mode
Data oriented design is not about SoA and ECS
Porting a C++ game engine to the web with emscripten
Some of the landlords are just taking the piss, there are much better places for better value in decent areas just don’t get tricked by the snakey estate agents like foxtons and look around you can find reasonably good value..
As a graphics programmer it has been a good learning experience to implement my own maths library from scratch because linear algebra is such an integral part of my job, I also learned a lot about template programming to implement the types and also the vector swizzles.
A lot of other available maths libraries provide matrix, quaternion and vectors.. but not as many provide a vast collection of geometric intersection and overlap tests as my library does.
Additionally other maths libraries may be SIMD implementations, this library is all scalar and that is my intention all along. I favour the portability and simplicity of the scalar implementation.. I do like SIMD for sure but find that code can be optimised to much greater effect by writing entire algorithms in SIMD and not relying on the underlying vector / matrix SIMD implementation.. this is due to often a large number of horizontal operations may be necessary in certain algorithms.
This may be a bit dated now, but my experience with SIMD vector implementations on PowerPC were very inefficient because of general use games / graphics code often wants to access and set single vector elements and get them into floats and it would cause load hit stores and massive performance penalties, so then you require the scalar float in vec type and add all that additional complexity.
Anyway.. I hope people might find this useful if you are looking for a simple c++ maths library packed with great features for graphics and games :)
Show HN: C++ maths library for graphics and games
Jsn started as a python function which removed comments and fixed trailing commas. YAML does not come bundled with python and is an external dependency..
I suppose looking at it now jsn grew to a point where using something else in the first place would have been less work :)
Jsonnet looks pretty comprehensive and I did not know about it!
We started hand editing a lot and making more mistakes, but we have a lot of code generated json from build pipelines and use json with a number of different libraries in different tools already so didn’t really want to switch to yaml or toml.
Jsn is not meant to replace json, we are still using json a lot natively, we just can write config files more easily and jsn spits out fully compliant json for you, or you can use a python dict the same as json.
Jsn does not have a serializer, once it has been parsed it is json.
Show HN: Jsn – A relaxed, user-friendly JSON-like data format
Has been a while since I directly used PSSL but remember it being very similar to HLSL so it should be quite straight forward..
Show HN: Pmfx-shader – Cross platform shader system
Using c++ we have a quite minimal amount of platform specific code by making tight abstractions and trying to work on shared code as much as possible.
We use open source where possible to save time and repeated work. Using things like ImGui for Ui..
But all platform specific things we abstract ourselves (window creation, graphics apis, video decoders, input, timers, threads etc)
I have worked on proprietary game engines for over 10 years and while it may sound a lot of work to reinvent the wheel, when you know how and can do it well the end of cycle development can be a breeze when everything is bespoke to your needs...
alternatively I have worked on products using unity, qt and other frameworks and have spend months of optimisation grinding to ship..