Positions and rotations in 3D space are unintuitive for people who aren't well versed in geometry. Artists are instead more used to thinking about space tangibly. Typically, when making sculpture additively, one will start with an armature, which is a skeleton of the final creation, and then and then attach things to build up the final form. Armatures are posed by holding certain parts and moving others. Pieces are connected to joints.
adorable | |
adventurous | |
aggressive | |
agreeable | |
alert | |
alive | |
amused | |
angry | |
annoyed | |
annoying |
function addExplicitNewlines( | |
input, | |
maxWidth, | |
textCanvas, | |
font, | |
size | |
): string { | |
const split = [''] | |
const currentLine = () => split[split.length - 1] |
diff --git a/oldsketch.txt b/newsketch.txt | |
index 96a0e16..a45a764 100755 | |
--- a/oldsketch.txt | |
+++ b/newsketch.txt | |
@@ -113,6 +113,13 @@ class Shape { | |
this.img = random(imgs); | |
} | |
this.scale = random(0.2,1.0); | |
+ this.opacity = random(100, 255) | |
+ |
3-D | |
4-H | |
a cappella | |
a gogo | |
a la carte | |
a la king | |
a la mode | |
a posteriori | |
a priori | |
a tempo |
After writing the shader code itself, actually providing the shaders with data and calling them is a difficult process. I call the process of taking information, transforming it, and feeding it to shaders a pipeline. The code for the shaders themselves is not addressed in this proposal.
WebGL rendering is effectively a pure function: it takes some input, and writes to the screen. Since we don't read data back from the screen, this is a unidirectional data flow. It is just a matter of defining the input required for a shader. The Regl library uses this abstraction, calling a render of a shader a command: https://github.com/regl-project/regl/blob/gh-pages/API.md#commands
However, because Regl doesn't parse your shader code, it doesn't know if you filled in all the data the shader needs. The best it can do is have you specify what the shader needs when defining a command, and checking at runtime that you passed in the values you said you would.
<html> | |
<head> | |
</head> | |
<body> | |
<canvas id="glCanvas" width="640" height="480"></canvas> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.4.0/gl-matrix-min.js"></script> | |
<script type="text/javascript" src="script.js"></script> | |
</body> | |
</html> |
#!/usr/bin/env bash | |
# echo rlwrap | |
cd ~ | |
git clone https://github.com/hanslub42/rlwrap.git | |
cd rlwrap | |
autoreconf --install | |
./configure --prefix=$HOME | |
make | |
make install |
#!/usr/bin/env bash | |
# install rlwrap | |
cd ~ | |
git clone https://github.com/hanslub42/rlwrap.git | |
cd rlwrap | |
autoreconf --install | |
./configure --prefix=$HOME | |
make | |
make install |
The past two assignments in this course have had what I feel to be significant issues that impede learning. I disagree with the philosophy behind the assignments' design decisions, and I feel like my opinions need to be voiced in order to help improve the quality of the course and, by extension, our education.
For a course about learning good C++ design, the decision to disallow all of STL, templating, arrays, and multiple files confuses me. The first assignment requires the creation of multiple container types, many of which can have very similar implementations. We are marked on not repeating ourselves, so every student completing this assignment needs to refactor their collections into some sort of heirarchy to achieve this and avoid simply copy-and-pasting code. There are a few ways to do this without using the tools we are restricted from using, and all of them lead to poor C++ code:
- Void pointer casting: One can make a generic container c