ghostedit
ancient-3d-for-turboc | ghostedit | |
---|---|---|
5 | 2 | |
11 | 11 | |
- | - | |
0.0 | 10.0 | |
over 7 years ago | about 11 years ago | |
C | JavaScript | |
- | GNU Lesser 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.
ancient-3d-for-turboc
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Ask HN: Publish old projects even though the source code embarrasses you by now?
Nice! This prompted me to post my own code from the same era: https://github.com/pjc50/ancient-3d-for-turboc
I guess I should add screenshots.
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Step Away from Stack Overflow
Twenty-five years ago, slightly before I was an undergraduate, I got hold of the PC Games Programmers Encyclopedia http://bespin.org/~qz/pc-gpe/ and built myself a software renderer. You can see it on github: https://github.com/pjc50/ancient-3d-for-turboc
Software matrix multiplication is a perfectly reasonable way of doing 3D graphics, when you don't have a GPU. They were just starting to become a consumer product at that time: https://fabiensanglard.net/3dfx_sst1/
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Found a program I wrote in 1981 and decided to bring it back to life
The set of things you had to worry about is just .. different. My ancient programmer credentials from 1996: https://github.com/pjc50/ancient-3d-for-turboc
Back in the day, you had:
- single processor
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Dissecting the Apple M1 GPU, part I
Is this where I post the code I wrote twenty-five years ago to do 16-bit fixed-point 3D rendering? https://github.com/pjc50/ancient-3d-for-turboc
The target architecture was a 33MHz 486 PC running in "real" (ie sixteen-bit) mode. While hardware floating point was sometimes available (DX systems) it was quite slow.
ghostedit
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Ask HN: Publish old projects even though the source code embarrasses you by now?
I have a 10 year old project on Github. I even have it on my resume. The code is nothing like what I would write today, but I think that's implied by it being 10 years old. And I'm personally quite proud of what I produced, even though I would do it differently now.
Project is a WSYIWYG editor (https://github.com/nicoburns/ghostedit) if anyone is interested. I wouldn't recommend anyone use it these days, but it could be interesting as a relatively small codebase to learn from if anyone is interested in how contenteditable in web browsers works.
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Text Rendering Hates You
Ah, that was a dark time for WYSIWYG editing on the web. I actually made my own back in that era [0] (well a little later, but when TinyMCE and CKEditor were still the goto solutions), and getting it to work cross-browser when IE6 was still a thing and had no dev tools was an absolute nightmare.
[0]: https://github.com/nicoburns/ghostedit
What are some alternatives?
mesa - Mesa 3D graphics library (read-only mirror of https://gitlab.freedesktop.org/mesa/mesa/)
K-BOOM - An Atomic Bomberman clone that runs on 80286, featuring video (1997).
transmit - Final Project for Distributed Web Systems (Fall 2016)
Guide-to-Swift-Strings-Sample-Code - Xcode Playground Sample Code for the Flight School Guide to Swift Strings
trualias - Mentally computable verification codes for email aliases implemented as a postfix tcp table or milter; uses asyncio.
imageworsener - A utility for processing PNG, JPEG, BMP, and WebP images. Features include resize/resample, dither, grayscale, apply background color, subpixel rendering.
z80porter - Port writer/tester for Z80-based systems running CP/M
irooster - Turn your Mac into a $2,000 alarm clock
lunchplanner - (VERY old code I keep for self reference, this is supposed to be a joke anyway)
depoverflow - Watches StackOverflow answers and GitHub issues referenced in code for changes