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How are smooth and complex curves and curved surfaces constructed in computers for computer-aided design (CAD)?
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Sometimes I take the time to sit down and solve some sudoku puzzles.
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I have written these code snippets too often, so I might as well share them.
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In order for my 3D modeling application to be useful in the workflow of an architect, I need to be able to import and export document interchange formats such as IFC and STEP.
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A little while back, my contract ended with Treble Technologies, for whom I had been writing (parts of) a geometry processing pipeline for automated mesh simplification and mesh cleanup in C++.
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I have implemented a voxel data structure similar to an octree, but with a larger branching factor (still powers of 2), that contains a hashmap at the root of the tree.
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Undo is a fundamental feature in many software applications, and my app ShapeReality - 3D Modeling is no exception.
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For the past 2 months I have been working on a 3D modeling app for iOS devices using C++ and Swift, and I just released it on iOS.
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One core data structure in my 3D modeling application is a non-manifold polygon mesh data structure.
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Half a year ago I embarked on the quest to build a cross-platform, general purpose game engine.
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Little-endian means the least-significant byte is at the smallest address (on the left).
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With the Vision Pro having made its way into the hands of people outside of Apple’s secretive labs, I want to reflect a bit on my conceptions of what an ideal XR device would look like, and to what extent the Apple Vision Pro comes close to this ideal.
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I am preemptively disappointed by the Apple Vision Pro.
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A question I get asked a lot is why I decided to build a game engine.
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I decided it would be a great idea to implement my own entity component system (ECS).
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fully from scratch is not a hill I’m willing to die on, so at least png and gltf import are now done using lodepng and cgltf respectively.
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This is just a “hello world”, but I did some work to make it cross-platform / platform agnostic.
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My product failed.
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Over the summer I decided it was time to let go of Unity due to a variety of reasons, so I picked up the famous Game Engine Architecture book, the Vulkan specification and got to work.
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Just today I reached the milestone of 1000 commits for the ShapeReality codebase.
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The briefing # In 2018, the Municipality of Eindhoven has created a pact for improving social-economic problems in Woensel-Zuid, one of the city districts of Eindhoven.
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See the project page https://urbanar.arjonagelhout.nl/ for more information.
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GitHub: https://github.com/ArjoNagelhout/3D_Island_Generator_In_Processing