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Notices by andrew (vavassor@mastodon.social), page 3

  1. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 19:26:51 EST andrew andrew

    Regular Brain: recursion

    Big Brain: functions calling one another in a simple cycle

    Exploding Brain: functions calling one another in a closed walk with repeated vertices

    In conversation Monday, 22-Jan-2018 19:26:51 EST from mastodon.social permalink
  2. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 18:59:30 EST andrew andrew

    Update from yesterday: she got a proof of concept working! https://twitter.com/mango_lychee/status/955590080596529153

    In conversation Monday, 22-Jan-2018 18:59:30 EST from mastodon.social permalink
  3. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 18:54:25 EST andrew andrew

    Okay, it's seemingly distributed again. The shrinkiness is balanced onces again.

    In conversation Monday, 22-Jan-2018 18:54:25 EST from mastodon.social permalink
  4. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 17:48:05 EST andrew andrew

    Thought the text squashing was a simple mistake I'd be able to find. But, it turns out to be a more complex interaction of what happens when a horizontal layout is in a vertical one or vice versa.

    It's hard to explain, but basically it doesn't transfer the shrink queries down the hierarchy correctly. Shrinkiness … undistributed again until further notice???

    In conversation Monday, 22-Jan-2018 17:48:05 EST from mastodon.social permalink
  5. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 03:20:01 EST andrew andrew

    The actual vertical layouts seem to work now? But text acts up when squashed from the top and bottom.

    Feeling a bit unimpressed with it, for some reason. I think my eyes will light up once I start building actual menus with them tomorrow!

    In conversation Monday, 22-Jan-2018 03:20:01 EST from mastodon.social permalink
  6. andrew (vavassor@mastodon.social)'s status on Monday, 22-Jan-2018 00:12:36 EST andrew andrew

    The other night I couldn't sleep and still had my retainer in. And I somehow got the skin under my tongue (sublingual frenulum) hooked onto the side of it.

    And I, like, couldn't get it out of my mouth. I was afraid of ripping it and it took a couple minutes to get it unhooked.

    Just—the weirdest way to hurt myself, I swear! Have a weird nub of healing skin under there now and I don't like it.

    In conversation Monday, 22-Jan-2018 00:12:36 EST from mastodon.social permalink
  7. andrew (vavassor@mastodon.social)'s status on Sunday, 21-Jan-2018 21:01:20 EST andrew andrew

    Anyhow, I'm adapting things to work with vertical layouts now.

    It's interesting how right-to-left doesn't affect item order or justification in a vertical layout. But it DOES affect alignment, even though it doesn't when horizontal.

    In conversation Sunday, 21-Jan-2018 21:01:20 EST from mastodon.social permalink
  8. andrew (vavassor@mastodon.social)'s status on Sunday, 21-Jan-2018 20:55:58 EST andrew andrew

    I think I have all the features I want for horizontal layouts working (including right-to-left ordering).

    I mentioned before I was taking cues from flex containers in css. But one feature I'm dropping is "flex-wrap". I just don't think I'll use it and it complicates things a *lot*. Things have to be fit row by row and you have to decide whether it's better to shrink/grow an item or move it down a row.

    In conversation Sunday, 21-Jan-2018 20:55:58 EST from mastodon.social permalink
  9. andrew (vavassor@mastodon.social)'s status on Sunday, 21-Jan-2018 17:31:17 EST andrew andrew

    One method to do this in C++ is by separating most of your code into a shared library (.so or .dll) that you check for changes and reload whenever a build finishes successfully.

    Jessica's trying a method of literally turning off write protection for the executable in memory (!) and writing the changes directly to that.

    It definitely looks more complicated, but it's interesting.

    In conversation Sunday, 21-Jan-2018 17:31:17 EST from mastodon.social permalink
  10. andrew (vavassor@mastodon.social)'s status on Sunday, 21-Jan-2018 17:23:30 EST andrew andrew

    Hot-loading is basically where you don't have stop and re-run a program every time you make changes to code. It can just stay running and recompile and picks up your changes.

    In conversation Sunday, 21-Jan-2018 17:23:30 EST from mastodon.social permalink
  11. andrew (vavassor@mastodon.social)'s status on Sunday, 21-Jan-2018 17:19:24 EST andrew andrew

    Jessica mak is doing a stream on hot-loading C++ executable code that's really cool! https://www.twitch.tv/jessicamak

    In conversation Sunday, 21-Jan-2018 17:19:24 EST from mastodon.social permalink

    Attachments

    1. Invalid filename.
      JessicaMak - Twitch
      from Twitch
      Porting C++/OpenGL Engine to iOS (C++, OpenGL, shaders) #gamedev #programming
  12. andrew (vavassor@mastodon.social)'s status on Wednesday, 03-Jan-2018 18:07:22 EST andrew andrew

    I'm gonna read those more in detail later. I just thought I'd leave myself those links and anybody else who wants em.

    In conversation Wednesday, 03-Jan-2018 18:07:22 EST from mastodon.social permalink
  13. andrew (vavassor@mastodon.social)'s status on Wednesday, 03-Jan-2018 18:05:51 EST andrew andrew

    It sounds like the "Intel bug" from yesterday is, like, a category of several exploits? Also, importantly it doesn't just affect Intel; it's ARM and AMD too.

    Reports:
    https://spectreattack.com/

    https://googleprojectzero.blogspot.co.uk/2018/01/reading-privileged-memory-with-side.html

    In conversation Wednesday, 03-Jan-2018 18:05:51 EST from mastodon.social permalink
  14. andrew (vavassor@mastodon.social)'s status on Monday, 01-Jan-2018 15:41:15 EST andrew andrew

    (Yeah, that was it)

    In conversation Monday, 01-Jan-2018 15:41:15 EST from mastodon.social permalink
  15. andrew (vavassor@mastodon.social)'s status on Monday, 01-Jan-2018 15:39:57 EST andrew andrew

    The mouse pointer raycast/face intersection seems to break after faces get moved around a bunch, though—oh

    Oh wait, I realised by typing that it's because I didn't tell it to update normals after a translation occurs. Oops.

    In conversation Monday, 01-Jan-2018 15:39:57 EST from mastodon.social permalink
  16. andrew (vavassor@mastodon.social)'s status on Monday, 01-Jan-2018 15:35:47 EST andrew andrew

    Oh yeah, making edits now! It happened. It's good.

    In conversation Monday, 01-Jan-2018 15:35:47 EST from mastodon.social permalink
  17. andrew (vavassor@mastodon.social)'s status on Sunday, 31-Dec-2017 17:31:17 EST andrew andrew

    3D modeler prototype update:

    Face selection is working! Translating/moving faces around is eminent. I ran out of time today before I have to leave, but it'll be in tomorrow, I'm sure.

    Then I'll have the most basic of the basic modeling features.
    1. import model
    2. make an edit
    3. export model

    In conversation Sunday, 31-Dec-2017 17:31:17 EST from mastodon.social permalink
  18. andrew (vavassor@mastodon.social)'s status on Friday, 29-Dec-2017 14:28:44 EST andrew andrew

    Had more trouble than I thought doing mouse raycasting against polygons, but it's pretty good now.

    (Mouse cursor is where the white line is)
    https://mastodon.social/media/xlGMC0VWQ5GH8MF3AD0

    In conversation Friday, 29-Dec-2017 14:28:44 EST from mastodon.social permalink
  19. andrew (vavassor@mastodon.social)'s status on Wednesday, 27-Dec-2017 05:26:26 EST andrew andrew

    Export occurred! It's not good, but it's there.

    I'm sleempy

    In conversation Wednesday, 27-Dec-2017 05:26:26 EST from mastodon.social permalink
  20. andrew (vavassor@mastodon.social)'s status on Tuesday, 26-Dec-2017 20:04:10 EST andrew andrew

    Going to do .obj export next, which should be easier. Then I'll be able to take models back and forth between blender.

    In conversation Tuesday, 26-Dec-2017 20:04:10 EST from mastodon.social permalink
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