Kernel
gaseous-giganticus
Our great sponsors
Kernel | gaseous-giganticus | |
---|---|---|
5 | 18 | |
34 | 108 | |
- | - | |
5.2 | 5.3 | |
about 1 month ago | 4 months ago | |
C | C | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Kernel
-
Show off your (side) projects!
operating system where the kernel runs LuaJIT and the userland is in Lua
-
Let's implement buffered, formatted output
But we do specify formatting options, line 144, and we do have definitions for all ints, just not floats because we never use them anyways
-
Thank you for xmake & a couple of questions! 8^)
Although it is not arduino, I had to use a custom tool chain for building my OS, here is what I did
- What is your best project using C?
gaseous-giganticus
-
Simulating Fluids, Fire, and Smoke in Real-Time
I think the curl noise paper is from 2007: https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-cu...
I've used the basic idea from that paper to make a surprisingly decent program to create gas-giant planet textures: https://github.com/smcameron/gaseous-giganticus
-
Friday Post: What is something you made or solved in C that you are proud off?
Gaseous-giganticus - procedurally generates gas giant planet textures for space games, etc.
-
How can I generate realistic planetary cloud cover?
This is what gaseous-giganticus uses. Combined with some other techniques, it can help with making some clouds for earthlike planets, but not in real time. Mentioned here previously. The process I use for making earthlike planets with clouds for Space Nerds in Space is described here.
-
Procedural Gas Giant
Here's my own gas giant thingy, which produces (what I imagine to be) decent results, but is quite slow.
-
How do i use/compile gaseous giganticus?
Hi. I'm the author of gaseous-giganticus. You do not need to apply the patch, as it was incorporated into the source already a long time ago: https://github.com/smcameron/gaseous-giganticus/commit/b3ca95f2f3975d6ca97029dae166e2daf068b3f0
- Ask HN: What is the most impactful thing you've ever built?
-
Aside from hobby and practice, what are some genuinely useful personal apps?
I needed some gas giant textures for planets in my space game so I made this thing, which also ended up getting used by other people for their Kerbal Space Program mods.
-
Empyrion -- Galactic Survival - #3 by pavloocheretianyi01 on DeviantArt
Is that gaseous-giganticus output that I spy?
-
Best (preferably free) procedural planet texture generators
I've made a couple. For gas giants, gaseous-giganticus. For earthlike, or rocky planets, there's a program called "earthlike.c" in the space-nerds-in-space repo. Other than allowing you to supply an input image to use more or less as a color palette, they don't allow much in terms of customization, though there are quite a few knobs you can turn.
-
What is your best project using C?
Most innovative thing, or what I'm most astonished I actually successfully pulled off against all odds, is probably gaseous-giganticus, which is a program that uses curl noise for procedural fluid flow(pdf) on the surface of a sphere to create cubemap textures for procedurally generated gas giant planets.
What are some alternatives?
space-nerds-in-space - Multi-player spaceship bridge simulator. Captain your starship through adventures with your friends. See https://smcameron.github.io/space-nerds-in-space
ebsynth - Fast Example-based Image Synthesis and Style Transfer
cacule-cpu-scheduler - The CacULE CPU scheduler is based on interactivity score mechanism. The interactivity score is inspired by the ULE scheduler (FreeBSD scheduler).
texture - Procedural texture generation package.
MotorMC - MotorMC is a blazing fast, multi threaded, asynchronous Minecraft server software that aims to handle many players (1000+) on a single world while still providing an experience as close to vanilla Minecraft as possible.
SPH-Fluid-Simulation - A multi-threaded particle-based solver, Smoothed-Particle Hydrodynamics, for the Navier-Stokes equation
open-simplex-noise-in-c - Port of Kurt Spencer's java implementation of open simplex noise to C -- Note: This is NOT Ken Perlin's Simplex noise algorithm.
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
chip-walo - CHIP-8 Emulator using C and SDL2.
lsblk - List information about block devices in the FreeBSD system.
mk_clib - My C stuff.