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kaveh808
searching Neon…
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1.
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by
kaveh808
16d ago
Basically, I launch my Slime/SBCL and do my development by editing and evaluating code in my Emacs buffers. This updates the running image and I can check the results interactively. I regularly save my buffers as one does. This process
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kaveh808
21d ago
I have always viewed the Emacs/Slime/CL development environment as being a more frictionless approach than the compile/link/execute approach of most other languages, but I get the impression there are people who evangeli
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kaveh808
11mo ago
I worked at that company: Visual Edge, in Montreal.
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Demo of kons-9 Common Lisp 3D graphics system [video]
(youtube.com)
10 points
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kaveh808
1y ago
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1 comments
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kaveh808
2y ago
I wrote about this a while back. I'll assume the article is more authoritative. https://medium.com/@kaveh808/6-object-oriented-ice-cream-fla...
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kaveh808
2y ago
I wrote a blog about some of my experiences at the then-new MIT Media Lab in 1985. Unlike the experience of the author, I was more of a lone late-night hacker (in the old sense of the word). Thread starts here: https://kaveh808.m
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kaveh808
2y ago
Right on. The way I think of it, CL is the rare language that I don't feel is fighting me every step of the way.
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kaveh808
3y ago
I remember reading that at one point the NFL was Kodak's biggest client for 16mm film. Back when that was the format for recording the games.
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kaveh808
3y ago
Perhaps I'm viewing the past through rose-colored glasses, but I wish there were such efforts at innovation in the computer field today. Maybe the last attempt at doing something truly different was the Connection Machine.
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kaveh808
3y ago
I hope for the sake of my former colleagues at Weta that those transferred to Unity can simply be transferred back to Weta. The point of production pipelines being bespoke (at least past a certain company size) is a relevant one. The main w
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kaveh808
3y ago
Is there any movement towards a C/C++ API in Blender 4.0? I feel extensibility may be where it lags behind Maya and Houdini.
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kaveh808
3y ago
Very cool. I must check this out. I implemented some L-system features in my 3D Common Lisp system: https://github.com/kaveh808/kons-9
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kaveh808
3y ago
kons-9: https://github.com/kaveh808/kons-9 Work in progress on an IDE for 3D graphics written in Common Lisp. Cheesy trailers: https://youtu.be/THMzaVDaZP8 https://youtu.be/i0CwhEDAXB0
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kaveh808
3y ago
Yes. Though unfortunately CCL does not run on Apple's M chips.
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kaveh808
3y ago
"Vulkan represents a low-level way of talking to the GPU more or less on the GPU's terms. As opposed to OpenGL which is a way of talking to the GPU on boomer CAD programmers' terms." Kind of like that description. I'
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kaveh808
3y ago
Some basic Common Lisp videos showing Emacs/Slime in action: https://www.youtube.com/playlist?list=PLTA6M4yZF0MzsMlNL0N67...
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kaveh808
3y ago
The killer feature of whatever game engine replaces Unity in developers' hearts and minds is going to be the platform delivery aspect. Once you can press a button and get Win/Mac/Linux/Android/iOS/etc versions
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kaveh808
3y ago
MCL was a delight to program in. Ran in 2MB on my PowerBook 170 and gave high-level support for GUI development. It lives on a Clozure Common Lisp, though there is no version for Apple M processors. Kind of a shame.
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kaveh808
3y ago
His book "Colorvision" is a rich and wonderful book of design. I spent so many hours flipping through it.
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kaveh808
3y ago
In some small way I am revisiting the idea with https://github.com/kaveh808/kons-9 We'll see what comes of it.
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kaveh808
3y ago
I developed my first 3D graphics system on a Symbolics back in the mid-80's, before Symbolics released their S-Geometry package. Though the software was powerful and made use of the extensibility provided by Lisp, it failed to gain muc
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Trailer for recent kons-9 Common Lisp 3D graphics features [video]
(youtube.com)
3 points
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kaveh808
3y ago
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1 comments
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kaveh808
3y ago
Been working on particles and sprites recently. Decided to make another tongue in cheek trailer.
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kaveh808
3y ago
The Symbolics Lisp Machine S-Geometry 3D modeler from the mid 1980's was based on the winged-edge structure. It was the best polygonal modeler of its time, and the package lives on in philosophy as the Wings3D open source modeler. htt
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kaveh808
3y ago
"He can see far; further than in fact his strength allows him to travel. He conceives of brilliant ambitious projects requiring great resources, and he embarks on them only to run out of steam. It's not that he's lazy; its
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kaveh808
3y ago
I work in a slightly different way by always saving my code in emacs and loading it fresh each session (though I have gone a couple of weeks with a live image/session on my laptop). I am fortunate that my 3D system [0] compiles and loa
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kaveh808
3y ago
I see this as a long-term approach which will improve over time. Mocap can play a part, as can AI -- though I'm no expert in it, it's hard to argue with the results produced by tools such as Midjourney -- and other techniques. The
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kaveh808
3y ago
The idea would be to cherry pick simpler cases, such as crowds and "background" actors. Hero shots and closeups would evolve over time as the techniques improved. One advantage of authoring cinematics as opposed to games is the la
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kaveh808
3y ago
I worked on Gazebo in its early days.
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kaveh808
3y ago
We have moved the artists up in part from animation to puppeteering (mocap). The next step is to move up to directing. Allow the artist to interact with scene objects/characters as a director would. This requires what I used to refer t
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