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Github Source Ensim5 explores compiler friendly SIMD expressions and cache locality for isentropic flow and kinematic equations.
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Github Source I wanted to determine what a dependency free embedded scripting language would need to mirror (a fraction) of what pytorch and python do in a machine learning context.
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An Entity Component System (ECS) in C23 can generate incredibly optimized SIMD instructions on Struct of Arrays (SOA) entities while emphasizing maintenance with this X-Macro approach: #define ent_d(exec) \ exec(float, x) \ exec(float, y) \…
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Github Source I recently gained some curiosity on LLVM and attempted a recursive descent parser that (this time around) emits LLVM directly with printf.
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Github Source Engine Simulator 4, or ensim4, is a rewrite of ensim3 with emphasis on cache locality and branchless 1D-CFD (Computational Fluid Dynamics) LF (Lax–Friedrichs).
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GitHub Source Engine Simulator 3, or ensim3, is my third attempt at modelling an open source internal combustion engine simulator.
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In this post I outline one way to simulate a four stroke Inline Internal Combustion Engine (IICE) with realistic and performant procedural audio.
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GitHub Source Let us use ANSI-C (C90) to compile (or transpile, for the pedantic) a target language to an intermediate ANSI-C file.
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GitHub Source Roman2 - otherwise known as Python with pointers and curly braces - is my first attempt at creating a dependency free programming language.
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GitHub Source I recently took a detour exploring FM synthesis and MIDI parsers.
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GitHub Source A recent round of small projects left me rewriting the same set of linked lists and resizable arrays for a myriad of types.
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Often times one needs to obfuscate game assets.
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Github Source I recently stumbled upon a small bash script that calls feh --bg-fill in a loop over an array of PNG files to animate the desktop background.
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Generic C99 hash tables (or dicts for the python programmers) can be readily built upon pre-existing generic list data structures.
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This post will outline a generic solution to lists, queues, and stacks in C99.
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GitHub Source I ported a couple popular Shadertoy shaders to run on the CPU: Sea Scape, by Alex Alekseev (shadertoy.com/user/TDM) Creation, by Danilo Guanabara (shadertoy.com/user/Danguafer) Tunnel, by Inigo Quilez (shadertoy.com/user/iq) The shaders requ…
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This multi-part series is a walk-through on implementing an 8 player Real Time Strategy (RTS) lockstep engine using the assets from Trial version of Age of Empires II.
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Vim tabs, like chrome or firefox tabs, allow for a quicker streamlined work flow. vim -p Theme.c Timer.c World.c To switch between tabs use: gT gt Or, for the inclined, add the following to your .vimrc: set tabpagemax=128 map <C-h> gT map <C-l> gt And…
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Headerless C99.
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GNU Makefiles and C.
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GitHub Source Raycasting howto blogs are a dime a dozen, though little about ceiling or floor casting is ever mentioned.
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GitHub Source Chip8 is a rather obscure virtual machine written for the long forgotten COSMAC VIP.
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GitHub Source There are many dungeon generation algorithms out there, but my favorite by far is what Phi Dinh of Tiny Keep was able to do with Delaunay Triangulation and minimum spanning trees. #############################################################…
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GitHub Source Weaver generates a spider tapestry with a two fold algorithm.
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GitHub Source An N64 like pipeline is obviously not as complicated as any modern day graphical pipeline, but the combination of z-buffering, Gouraud shading, and texture mapping yields some pretty nice results: This can be done in about 500 lines of pure C