virtualagc
WaveFunctionCollapse
virtualagc | WaveFunctionCollapse | |
---|---|---|
13 | 99 | |
2,490 | 22,745 | |
1.0% | - | |
8.9 | 4.8 | |
2 days ago | 5 days ago | |
Assembly | C# | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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.
virtualagc
-
Mistral CEO confirms 'leak' of new open source AI model nearing GPT4 performance
I don't think that's a great example.
For instance, I can step through and even modify that code using tooling like AGC emulators like this one http://www.ibiblio.org/apollo/#gsc.tab=0
What makes it open source is access to the same level of source access that the original developers worked in.
That's what's missing here. Mistral's engineers do not simply open this binary in their editor to do their job.
- Exploring the Internals of Linux v0.01
-
Apollo 14 LMAE specs/exit velocity calculation
Glad you're enjoying the videos! I'm Mike from them. :) The Apollo 14 code I linked above was reconstructed in the same way as Luminary 69/2, but the process was far, far too involved for a video. Like I said above, I probably won't be much help with math, but I'd be more than happy to assist with finding documentation or navigating AGC code whenever you want!
-
Apollo 11 was FAKE. What is the best evidence to support this?
The fact that all the information about the computer and software is public and you can verify it yourself like thousands of people have. https://www.ibiblio.org/apollo/
-
TIL NASA landed on the moon using a computer with just 4KB of RAM
If you’re curious about the the technical specs of the AGC check out Ron Burkey’s website, it’s even got the source code for you to see for yourself: https://www.ibiblio.org/apollo/
- Ask HN: What weird technical scene are you fond/part of?
- The Apollo On-Board Computers
-
What is the evidence for the moon landing being fake?
Of course you should be able to tell us because all the hardware architecture and software can be found here. So you must have fully reviewed it and located the issues. Right? Than please point out where the error is.
- How did a Space Rocket take off again from the surface of Moon?
-
Exploring the software that flies SpaceX rockets and starships
It had manually encoded ROM in the form of "core rope memory", which is pretty wacky, but it was a digital computer. In fact, it was the first IC computer.
You can learn way too much about it and even operate (a simulation of) one here: http://www.ibiblio.org/apollo/
WaveFunctionCollapse
- I use Wave Function Collapse to create levels for my game (2022) [video]
-
It's Okay to Make Something Nobody Wants
Thank you! And yes, I agree. I was looking at uh https://github.com/mxgmn/WaveFunctionCollapse and wondering if that were applicable here :)
Have a good day!
- The Wavefunction Collapse Algorithm
-
Kullback–Leibler Divergence
Intuitively, it measures the difference between two probability distributions. It's not symmetric, so it's not quite that, but in my opinion, it's good intuition.
As motivation, say you're an internet provider, providing internet service to a business. You naturally want to save money, so you perhaps want to compress packets before they go over the wire. Let's say the business you're providing service to also compresses their data, but they've made a mistake and do it inefficiently.
Let's say the business has, incorrectly, determined the probability distribution for their data to be $q(x)$. That is, they assign probability of seeing symbol $x$ to be $q(x)$. Let's say you've determined the "true" distribution to be $p(x)$. The entropy, or number of bits, they expect to transmit per packet/symbol will be $-\sum p(x) lg(q(x))$. Meaning, they'll compress their stream under the assumption that the distribution is $q(x)$ but the actually probability of seeing a packet, $x$, is $p(x)$, which is why the term $p(x) lg(q(x))$ shows up.
The number of bits you're transmitting is just $-\sum p(x) lg(p(x))$. Now we ask, how many bits, per packet, is the savings of your method over the businesses? This is $-\sum p(x) lg(q(x)/p(x))$, which is exactly the Kullback-Leibler divergence (maybe up to a sign difference).
In other words, given a "guess" at a distribution and the "true" distribution, how bad is it between them? This is the Kullback-Leibler distribution and why it shows up (I believe) in machine learning and fitness functions.
As a more concrete example, I just ran across a paper talking [0] about using WFC [1] to asses how well it, and other algorithms, do when trying to create generative "super mario brothers" like levels. Take a 2x2 or 3x3 grid, make a library of tiles, use that to generate a random level, then use the K-L divergence to determine how well your generative algorithm has done compared to the observed distribution from an example image.
[0] https://arxiv.org/pdf/1905.05077.pdf
[1] https://github.com/mxgmn/WaveFunctionCollapse
-
All of it under the most poorly designed and maintained village
Reminds me of wave function collapse - a programmatic way to generate mazes.
-
How to detect and fix isolated terrain (islands or lakes) in a tile-based terrain?
I am using WFC to generate the terrain, with pretty much a copy-paste implementation of the original WFC implemented into Unity.
-
How to make wfc or post-gen script in blender?
If you still want to go the WFC route, the original WFC repository is a great place to start. There's also a (relatively barebones looking) Godot plugin you could take a look at.
- Wave Function Collapse
-
collapsed
wave function collapse studies - this is done with the https://github.com/mxgmn/WaveFunctionCollapse algorithm after I saw https://github.com/CodingTrain/Wave-Function-Collapse mention it. done in P5! IG https://www.instagram.com/ronivonu/
-
Room Generation Using Constraint Satisfaction
There’s an interesting approach similar to this called [Wave Function Collapse](https://github.com/mxgmn/WaveFunctionCollapse) (no relation to wfc in physics idea besides inspiration). It can infer the probabilistic constraints from one input example, and it seems to generalize quite well. Here’s a [little demo](https://oskarstalberg.com/game/wave/wave.html)
What are some alternatives?
ArduinoCore-avr - The Official Arduino AVR core
Raylib-cs - C# bindings for raylib, a simple and easy-to-use library to learn videogames programming
rvc - A 32-bit RISC-V emulator in a shader (and C)
eShopOnContainers - Cross-platform .NET sample microservices and container based application that runs on Linux Windows and macOS. Powered by .NET 7, Docker Containers and Azure Kubernetes Services. Supports Visual Studio, VS for Mac and CLI based environments with Docker CLI, dotnet CLI, VS Code or any other code editor. Moved to https://github.com/dotnet/eShop.
new-wave - Stack Computer Bytecode Interpreters: The New Wave
OpenFK - An open source replacement for the U.B. Funkeys executable.
CAM6 - Cellular Automata Machine (CAM6) Simulator
DeBroglie - DeBroglie is a C# library implementing the Wave Function Collapse algorithm with support for additional non-local constraints, and other useful features.
CygnusX1 - A thrust-vectoring model rocket flight computer. Comes with all you need to keep your rocket pointing up.
dnSpy-Unity-mono - Fork of Unity mono that's used to compile mono.dll with debugging support enabled
SVM-Face-and-Object-Detection-Shader - SVM using HOG descriptors implemented in fragment shaders
texture-synthesis - 🎨 Example-based texture synthesis written in Rust 🦀