- How to Cross Compile LLVM: https://llvm.org/docs/HowToCrossCompileLLVM.html
- Building LLVM with CMake: https://llvm.org/docs/CMake.html
- Hints from wasi-sdk Makefile: https://github.com/CraneStation/wasi-sdk/blob/master/Makefile
- Try compiling natively (needed for llvm-tblgen and clang-tblgen)
- cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DLLVM_TARGETS_TO_BUILD="X86;WebAssembly" -DLLVM_ENABLE_PROJECTS="lld;clang" ../llvm
- Try building LLVM with WASI:
- cmake -G Ninja -DCMAKE_AR=”/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-ar” -DCMAKE_RANLIB=”/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-ranlib” -DCMAKE_C_COMPILER="/usr/local/google/home/binji/dev/wasi-sdk-5.0/opt/wasi-sdk/bin/clang" -DCMAKE_CXX_COMPILER="/usr/local/google/home/binji/dev/wasi-sdk-5.0/opt/wasi-sdk/bin/clang++" -DCMAKE_CROSSCOMPILING=True -DCMAKE_INSTALL_PREFIX=/usr/local/google/home/binji/dev/wasi-clang -DLLVM_TABLEGEN=/usr/local/google/home/binji/dev/llvm-project/build/bin/llvm-tblgen -DCLANG_TABLEGEN=/
"""Hello world, with a genetic algorithm. | |
https://twitter.com/matthen2/status/1769368467067621791 | |
""" | |
import random | |
import time | |
from dataclasses import dataclass | |
from itertools import chain | |
from typing import Iterable, List |
import collections, random, sys, textwrap | |
# Build possibles table indexed by pair of prefix words (w1, w2) | |
w1 = w2 = '' | |
possibles = collections.defaultdict(list) | |
for line in sys.stdin: | |
for word in line.split(): | |
possibles[w1, w2].append(word) | |
w1, w2 = w2, word |
#!/usr/bin/awk -f | |
# This program is a copy of guff, a plot device. https://github.com/silentbicycle/guff | |
# My copy here is written in awk instead of C, has no compelling benefit. | |
# Public domain. @thingskatedid | |
# Run as awk -v x=xyz ... or env variables for stuff? | |
# Assumptions: the data is evenly spaced along the x-axis | |
# TODO: moving average |
I was drawn to programming, science, technology and science fiction | |
ever since I was a little kid. I can't say it's because I wanted to | |
make the world a better place. Not really. I was simply drawn to it | |
because I was drawn to it. Writing programs was fun. Figuring out how | |
nature works was fascinating. Science fiction felt like a grand | |
adventure. | |
Then I started a software company and poured every ounce of energy | |
into it. It failed. That hurt, but that part is ok. I made a lot of | |
mistakes and learned from them. This experience made me much, much |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES