dpdk
gaseous-giganticus
dpdk | gaseous-giganticus | |
---|---|---|
3 | 18 | |
3,066 | 109 | |
1.5% | - | |
9.9 | 5.3 | |
7 days ago | 4 months ago | |
C | C | |
- | GNU General Public License v3.0 only |
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dpdk
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Friday Post: What is something you made or solved in C that you are proud off?
I can't, its work. but its similar to this one: https://github.com/DPDK/dpdk/tree/main/drivers/net/e1000
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Matthias Killat - Lock-free programming for real-time systems - Meeting C++ 2021
You can read some details about the DPDK MP ring implementation here. They have support for 3 modes of MP/MC ring with different tradeoffs. Their ring implementation can be seen here.
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Looking for opinions on how to best reduce code duplication.
Your last approach is how I'd, and some other people do it, DPDK for example. So I'd say it's a pretty good approach, when it comes to readability, maintainability and extensibility. If you need another kind of do_something that takes a string, you can extend the private implementation and keep the signatures of the existing do_something's the same. Also, this way, your intentions are clear.
gaseous-giganticus
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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
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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.
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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.
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Procedural Gas Giant
Here's my own gas giant thingy, which produces (what I imagine to be) decent results, but is quite slow.
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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?
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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.
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Empyrion -- Galactic Survival - #3 by pavloocheretianyi01 on DeviantArt
Is that gaseous-giganticus output that I spy?
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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.
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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?
vpp
ebsynth - Fast Example-based Image Synthesis and Style Transfer
moodycamel - A fast multi-producer, multi-consumer lock-free concurrent queue for C++11
SPH-Fluid-Simulation - A multi-threaded particle-based solver, Smoothed-Particle Hydrodynamics, for the Navier-Stokes equation
Pixelc - An opensource tile/sprite editor in C, using SDL2 and OpenGL, also running on Android and in the web
texture - Procedural texture generation package.
wordwarvi - Word War vi is a retro-styled old school side scrolling shooter reminiscent of Defender or Scramble, with an "Emacs vs. vi" theme. See: http://smcameron.github.io/wordwarvi/
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
bellcurve
chip-walo - CHIP-8 Emulator using C and SDL2.
csscheck - An application which audits CSS code.
lsblk - List information about block devices in the FreeBSD system.