149 karma · joined April 20, 2012
Webamp can also do Milkdrop visualizations, which is pretty crazy - eg https://webamp.org/?butterchurnPresetUrl=https%3A%2F%2Funpkg... I had a link I've since lost to one which was a shader-skin, which mirrored milkdrop back into the rest of the UI. It was pretty trippy, and wholly unexpected!
Both projects have good Discord servers, as well. :) See https://discord.gg/XuJPJEm and https://discord.gg/248Z7QA, respectively.
Step 1: Go to https://vanstartupweek.ca/. It's next week. Maybe you can still volunteer and get in for free if you want. Step 2: Talk to people! It's a very business-focused crowd there, so your skills are both hard to find and in very high demand. Step 3: Pick a company. They tend to range between "nonexistent as of yet" to "small". (Note the venues, they're often looking for programmers as well.) Be friendly, personable, and make some contacts. Enjoy the food, it's good. :)
In this case, the index of the element (1, 2, 3) is getting passed as the radix with which to parse the element (1, 1, 1).
I'm not some sort of deity who can just write perfect javascript the first time around.
On a side note, running with `entr -p warriorjs --time 0.4 <<< Player.js` is quite convenient. (Run the warrior through the level on save of file.)
Serve the static web-page files from a decent host. Seed the 5tb of content from the cheap host.
There's a way to do it in O(1) space, though.
If you start off two runners in the list, and each "step" move one twice and the other only once, if there's a loop they will eventually run into each other and be processing the same element. Simple, elegant, and nothing I'd have ever thought of. :)
def call(conn, _opts) do
rails_penalty = 500..1200 |> Enum.shuffle |> Enum.at(0)
:timer.sleep(rails_penalty)
conn
end
(from https://github.com/BlakeWilliams/rails/blob/master/lib/rails...)Editabled, the editable pixel editor: https://dl.dropboxusercontent.com/u/138485812/editabled/full... (live demo) Broken on chrome, because they effed around with web workers. So I need to look at that. It's basically a JS-based rendering engine. If you look closely, you'll note the lines you draw aren't antiailiased, which lines drawn with the canvas2d API are. Fast compositing engine using typed arrays. Async rendering using Web Workers. Infinite canvas, you can scroll with the arrow keys and no matter how large it gets it never seems to slow down. ^_^ Potential, might have the time to pick it up again, but that was before I was properly employed. Very technical atm, but I might get back around to it in a bit. :/ That's about it here. There's also http://ddr0.github.io/cube%20trains/index.html, my attempt at an indie game, which is downloadable from Github. I am no marketer, so I only sold a handful of units. (ie, I can count sales on one hand) Also available on http://ddr.itch.io/cube-trains. There's more potential here, and I think it's pretty easy to extend. The game comes with an editor, so you can make and share your own maps. Sort of cute, really pushing my graphics abilities, and ended up with it's own pathing algorithm which I never did add the people for. It was scheduled for v2, but I was pretty tired of the project by then.
Eh, hardly an impressive folder compared to some of this stuff (nanopond), but oh well.
It's a sort of wishful, hopeful approach to password security, really.
(Filed under ⌨.)