Programming tutorials
category: code [glöplog]
Cool stuff for softsynths. e.g. good sounding guitar.
I'm wondering how many sceners seem to think that the scene is on a decline and that there aren't enough newbies to fill the void, yet no one bothers trying to help them to get started.
I might just as well jump the bandwagon; scene is dying, LOL who cares?
I might just as well jump the bandwagon; scene is dying, LOL who cares?
the scene is dead in 1993 !
(as the atari st)
(as the atari st)
The scene spirit doesn't include recruiting, sadly. If someone joins the scene it's because they got interested and found their way in by self-motivation and learned to do coding/music/gfx by himself, or asked for direct help.
Recruiting campaigns? Tutorials for newbies? Those will be the days...
Recruiting campaigns? Tutorials for newbies? Those will be the days...
I'm wondering how many first time posters seem to think that Hugi is on a decline and that there aren't enough articles to fill the fascist diskmag, yet no one bothers trying to help them to get started.
I might just as well jump the bandwagon; Hugi is dying, LOL who cares?
I might just as well jump the bandwagon; Hugi is dying, LOL who cares?
Quote:
Quote:Untz mapping.
What's that? Never heard about it, and Google doesn't know it either.
Mapping luminance in response to the untz factor.
Me, as beeing a passive demoscener since 1992 (with some breaks), is just working on his first 64k intro for windows :D ... so, another newbie here (also I'm not a newbie with coding)
@las: try digital waveguide
(and I want two-dimensional Hilbert transform )
(and I want two-dimensional Hilbert transform )
The demoscene is mostly focused with computer graphics. But there are far more areas of computer programming.
Somebody said that if you were into computing, you would automatically get into the demoscene sooner or later. This is certainly wrong.
I recall my early days of computing, when I was reading a magazine called "Computer Flohmarkt", which was made of contributions from the readers. Lots of young people there who were into programming and ultimately did not end up in the demoscene.
That magazine was an institution of direct democracy. People were discussing about their problems and in this way they improved their programming skills. The demoscene is only a small part of computer science. All who study or studied computer science will confirm this.
Even Facebook is hosting its own, official programming contests now. Probably they are mostly interested in recruiting employees, but is that bad?
Somebody said that if you were into computing, you would automatically get into the demoscene sooner or later. This is certainly wrong.
I recall my early days of computing, when I was reading a magazine called "Computer Flohmarkt", which was made of contributions from the readers. Lots of young people there who were into programming and ultimately did not end up in the demoscene.
That magazine was an institution of direct democracy. People were discussing about their problems and in this way they improved their programming skills. The demoscene is only a small part of computer science. All who study or studied computer science will confirm this.
Even Facebook is hosting its own, official programming contests now. Probably they are mostly interested in recruiting employees, but is that bad?
i'm dumping tits and tricks at my blog about opengl, c++ and other graphics related stuff
I was wondering, everyone hates Hugi but it is one of the very few diskmags still alive. Diskmags are dying. Nobody cares. They say we don't need diskmags. But Hugi is still here. I love Hugi for what it does to the scene, besides the fascist articles :)
Ok, maybe I just love being devil's advocate..
Ok, maybe I just love being devil's advocate..
Adok: I guess everybody who ever got on the graphical side of programming ends up making small "demo's". But those would be just a bunch of separate effects in separate projects.
That's because they would be more proof of concept stuff, like to try something for a game, what they are aiming for.
It doesn't occur to them that you could direct these loose effects in a demo, with fitting music and polished artwork, because that's not their goal.
I see this a bit with my CS classmates. They sometimes make cool graphics stuff, but don't even know what the demoscene is, and sometimes find it quite strange when I introduce them.
On the other hand, I do also have classmates who are really in it for the AI stuff, or who really want to do something with distributed systems etc.
That's because they would be more proof of concept stuff, like to try something for a game, what they are aiming for.
It doesn't occur to them that you could direct these loose effects in a demo, with fitting music and polished artwork, because that's not their goal.
I see this a bit with my CS classmates. They sometimes make cool graphics stuff, but don't even know what the demoscene is, and sometimes find it quite strange when I introduce them.
On the other hand, I do also have classmates who are really in it for the AI stuff, or who really want to do something with distributed systems etc.
Add tutorials for two types of audiences if you can Adok, the newbie albeit demo focused and the more technical less code dense for the already illuminated folks.
rasmus titblog is great :D
rasmus titblog is great :D
what las said...
How to generate alias-free waveguide sequences using non-orthogonal Hilbert transformers by exploiting conformal mapping of the Laplacian s-plane and fulfilling the minimum-phase LMS constraints.
Or how to renders physically correct tits using AO and subsurface scattering in PHP.
Quote:
In order to be a devil's advocate, I believe you have to make an actual point.Ok, maybe I just love being devil's advocate..
HILBERT TRANSFORMERS...ROBOTS IN DISGUISE...
use the compiler to keep track of opengl
\ö/ finally someone has read scott ;)
\ö/ finally someone has read scott ;)
Yeah, nice post, but I think it's time to move on to at least OpenGL 3.3 (which is supported on all hardware supporting DX10) ... and in OpenGL 3.3 the fixed function pipeline is deprecated (which I really love ... means more freedom IMHO) ... so most state changes are obsolete xD (just my two cents)
what neet said :)
Untz ishz Untz ishz Untz ishz Untz ishz...
- more intermediate to advanced math oriented tutorials for the layman.
what i would like to see in more:
- tutorials with pseudocode examples, because then you necessarily dont have to copy and paste code from for example C++, but use it in your own language and you have to learn it!.
- more fractal stuff. yes i know iq has alot on his site, but its impossible to understand from someone with just basic college math. :P
- assembler coding. tricks and hints. a good article and sense about the restrictions about filesize coding. for example how these raytracing-techniques are used in 256 byte intros.
- more shader language tutorials down to hardware.
- lets say also article about how implement different concepts into some cool new demoeffect. for example use physics-algorithms with mandelbrot or julia fractal (2D or 3D), i.e integrate mathematical concepts together. lets try imagine if complex numbers can be used with physics-agorithms? another bad example: boids implemented in ifs-trees etc.. (maybe this is for the advanced mathematician, but good explanations are the key for a good article for the intermediate imho). like to see some tutorials about iterative processes. i have lots of ideas, but i dont have the propper math-skillz, but i know alot of cool stuff can be done with some integrated math. hence more math tutorials!!!
what i would like to see in more:
- tutorials with pseudocode examples, because then you necessarily dont have to copy and paste code from for example C++, but use it in your own language and you have to learn it!.
- more fractal stuff. yes i know iq has alot on his site, but its impossible to understand from someone with just basic college math. :P
- assembler coding. tricks and hints. a good article and sense about the restrictions about filesize coding. for example how these raytracing-techniques are used in 256 byte intros.
- more shader language tutorials down to hardware.
- lets say also article about how implement different concepts into some cool new demoeffect. for example use physics-algorithms with mandelbrot or julia fractal (2D or 3D), i.e integrate mathematical concepts together. lets try imagine if complex numbers can be used with physics-agorithms? another bad example: boids implemented in ifs-trees etc.. (maybe this is for the advanced mathematician, but good explanations are the key for a good article for the intermediate imho). like to see some tutorials about iterative processes. i have lots of ideas, but i dont have the propper math-skillz, but i know alot of cool stuff can be done with some integrated math. hence more math tutorials!!!
hey danzig, thanks for mentioning my blog :-)