Monthly Archives: March 2011

Seven.

I change operating system about once a decade. Well, no; by accident rather than design I ended up running Windows 2000 well past what could charitably be called its twilight years, and by the time the installation was beyond a … Continue reading

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Ogre.

Ogre is a pretty good 3D engine/library, if one with a somewhat steep learning curve.  I’ll write some more thoughts on it one day, but for now, a useful finding from today is that by default, texture co-ordinates are set … Continue reading

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Java Redux.

There’s something satisfying about conducting a little science, even when you know what the results are going to be.  Well.  I nearly caught a big surprise, but then I remembered I was comparing a debug build to a release one. … Continue reading

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Java.

My experiment with Java in a high-performance graphics context has “sort of” (perhaps not permanently) ended.  It’s been interesting, as I managed to get a lot more out of it than I did C#, even though the latter is a … Continue reading

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Control.

Here is a lesson.  Never, ever lock the only available online copy of your source code behind a version control system.  Always have some way of getting a recent snapshot via HTTP, and preferably not via the tedious file-by-file approach … Continue reading

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Algorithms.

Applying a convolution kernel to a regular heightmap grid to produce points of interest for a Delaunay triangulation.  In other words, do edge detection on the dataset first, rather than going through the labourious process of attempting to compute errors … Continue reading

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Notes.

This is what working with computer graphics will do for you.

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