minicoro
procedural-gl-js
minicoro | procedural-gl-js | |
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6 | 11 | |
648 | 1,289 | |
- | - | |
4.8 | 0.0 | |
about 1 year ago | over 3 years ago | |
C | JavaScript | |
GNU General Public License v3.0 or later | Mozilla Public License 2.0 |
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minicoro
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How Much Memory Do You Need to Run 1M Concurrent Tasks?
It would be interesting to bench something extremely lightweight (like https://github.com/edubart/minicoro) against these runtimes.
By my back-of-the-napkin math, 1,000,000 coroutines would cost about 64mb + 2mb/core for stacks.. which works out to about 4x less memory than the 'winner' of this comparison, and ~30x less than go.
- Show HN: Stackful Coroutines for C
- Show HN: Asymmetric stackful cross-platform Coroutines in pure C
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Ask HN: What Are You Working On?
A single header asymmetric stackful cross-platform coroutine library in pure C.
https://github.com/edubart/minicoro
- Minicoro - Single header cross-platform coroutine library
- Show HN: Minicoro – Single-header Coroutine library for C
procedural-gl-js
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Recreating Real-World Terrain with React, Three.js and WebGL Shaders
Nice writeup, I always like it when the shaders are highlighted like this. I got started in a similar way 7 years ago and have been making 3D terrains with THREE.js & WebGL since.
The real fun begins when you need to implement some sort of Level-of-Detail system and streaming in data to give the illusion of high detail everywhere without sacrificing performance.
Last year I released an open-source framework (https://github.com/felixpalmer/procedural-gl-js) for creating 3D terrains for web applications, you can see Uluru here: https://www.procedural.eu/map/?longitude=131.036&latitude=-2... (unfortunately the aerial imagery from our default provider isn't as high resolution as other places in Europe)
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Visualization of 40M Cell Towers
Great visualization and approach with compressing the tile data. Do you have a comparison of how much smaller the payload ends up being compared to simply sending PNG files?
I use PNGs to encode elevation data in my 3D mapping library (https://github.com/felixpalmer/procedural-gl-js/) and this does a pretty good job of compressing the data, for example in the ocean the PNG files are also very small as the image is mostly black. Different use case I now as your data is much more sparse, but I wonder how close the PNG compression would be compared to your approach.
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React Component for 3D Maps
Yeah, the React parts of this are very minimal. I'm not really sure what using it gets you, since it just manages a single div.
The _actual_ library that does all the work is here: https://github.com/felixpalmer/procedural-gl-js
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Ask HN: What Are You Working On?
- Tiny filesize means library is parsed fast. Package size is less than THREE.js thanks to code stripping
Check it out on Github: https://github.com/felixpalmer/procedural-gl-js/
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Mountain Peaks in WebGL
The imagery comes from the Orthofoto dataset on https://www.basemap.at/ - the actual texturing is done by the Procedural GL JS library https://github.com/felixpalmer/procedural-gl-js
What are some alternatives?
covid_status
maplibre-gl-js - MapLibre GL JS - Interactive vector tile maps in the browser
nbnet - single header C(99) library to implement client-server network code for games
atbswp - A minimalist macro recorder
fiber - C++20 fiber implementation with similar interface to std::thread, header-only / x86_64 / Linux only / stackful / built-in scheduler / thread shareable
rnnoise - Recurrent neural network for audio noise reduction
ctl - My variant of the C Template Library
HyperTag - HyperTag - Intuitive Knowledge Management WebApp & CLI for Humans using Deep Learning & Tags
alang - A minimal viable programming language on top of liblgpp
auto-editor - Auto-Editor: Efficient media analysis and rendering
Oat++ - 🌱Light and powerful C++ web framework for highly scalable and resource-efficient web application. It's zero-dependency and easy-portable.
ffprobe-wasm - A Web-based FFProbe. Powered by FFmpeg, Vue and Web Assembly!