This is an English description of the .PMX file format used in Miku Miku Dance (MMD).
PMX is the successor to the .PMD format (Polygon Model Data).
This is work-in-progress! Please leave feedback in the comments.
// monitor.vala: why Vala is not my favorite programming language. | |
// | |
// A program to walk the filesystem tree and install FileMonitors on | |
// every directory found, in order to test a limit on notifications. | |
// This will do a TON of I/O. On my machine it takes almost an hour | |
// to chew through my hard drive. The good news is that it doesn't | |
// hit a limit. | |
// | |
// FileMonitor is implemented I think using inotify, so if you're | |
// running Linux, the easier way to discover these limits is: |
Below I collected relevant links and papers more or less pertaining to the subject of tetrahedral meshes. | |
It's an ever-growing list. | |
------------------------------ | |
Relevant links: | |
http://en.wikipedia.org/wiki/Types_of_mesh | |
http://en.wikipedia.org/wiki/Tetrahedron | |
http://en.wikipedia.org/wiki/Simplicial_complex |
/** | |
* This software is in the public domain. Where that dedication is not recognized, | |
* you are granted a perpetual, irrevokable license to copy and modify this file | |
* as you see fit. | |
* | |
* Requires SDL 2.0.4. | |
* Devices that do not support Metal are not handled currently. | |
**/ | |
#import <UIKit/UIKit.h> |
So I would like to be able to write functions that use SSEx intrinsics (that are called | |
via some CPU dispatch mechanism) without allowing the compiler to use SSEx instructions | |
everywhere (because that's not under control of the runtime CPU dispatch we have). | |
On VC++, this is easy. I get to use whatever intrinsics I want, and the compiler will | |
emit the corresponding instructions. It will not use these same instructions in code | |
that wasn't written with intrinsics unless I specifically allow it to with a | |
command-line option. In GCC and Clang, this turns out to be pretty hard (or at least | |
there's no good way I know of). And yes, I fully realize that the under-the-hood semantics | |
of this are tricky, since in a modern compiler these vector intrinsics turn into an IL that |
/* | |
Before using this tasks.json you may like to consider trying one of the following VS Code extensions: | |
rust-analyzer | |
Marketplace: https://marketplace.visualstudio.com/items?itemName=matklad.rust-analyzer | |
Source: https://github.com/rust-analyzer/rust-analyzer | |
rls | |
Marketplace: https://marketplace.visualstudio.com/items?itemName=rust-lang.rust | |
Source: https://github.com/rust-lang/rls-vscode |
private func example1() { | |
let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0) | |
for i in 0..<10 { | |
dispatch_async(queue) { | |
NSLog("Start: \(i)") | |
sleep(3) | |
NSLog("End: \(i)") | |
} | |
} | |
} |
#define _WIN32_WINNT 0x0600 | |
#include <stdio.h> | |
#include <windows.h> | |
#include <fileapi.h> | |
#ifndef ENABLE_VIRTUAL_TERMINAL_PROCESSING | |
#define ENABLE_VIRTUAL_TERMINAL_PROCESSING 0x0004 | |
#endif |
this has been rewritten yet again as most workarounds aren't required anymore since wine 3+
example video of the final result: https://www.youtube.com/watch?v=zkqzQoeOGfU
with touchscreen: https://www.youtube.com/watch?v=GcIrlorWmaQ
performance is indistinguishable from windows. there might be a very slight ~25ms sound latency which is easily compensated with +25 local offset
tested on
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What this guide covers: