204 karma · joined December 5, 2015
> After trying a few stopgap solutions—like purchasing M1 Maxs for our team—build times gradually reverted to their original pace; Ccache and remote caching weren’t enough either.
The link you provided also describes a GPU amenable approach, but it says that jump flooding on the GPU is faster.
> For a more efficient GPU-amenable method, see also jump flooding by Rong and Tan. Their method generates a closest point coordinate field from which a distance field can be derived.
This looks great when combined with area light sources, like you suggest, but in my experience it's too slow for interactive demos.
I'd love to be proven wrong on this :)
I find that his articles are best for folks who already know a thing or two about computer graphics. Here's a post that I think is pretty good for beginners: http://jamie-wong.com/2016/07/15/ray-marching-signed-distanc...
> I mention this because the mystery of the getDistance() function is often one of the tricky parts of demos like these.
I agree! In the demos I use a library I wrote to generate 2D distance fields: https://github.com/ryankaplan/gpu-distance-field
It's also pretty fast :)
Using sexualized language can create an environment that is unduly hostile to women, even if this is not intended. Many of the biases against women that such language provokes are totally unconscious, so even if the intent is not harmful, it can be bad regardless.
More info here: http://geekfeminism.wikia.com/wiki/Sexualized_environment
Wording in this comment borrowed from here: https://github.com/alecthomas/voluptuous/issues/287
Just to play devil's advocate: what if you define progress as "that stuff" that will increase the general well-being of the greatest number of people over the next 20 years? With that definition, does technology-powered automation still count as progress?
Chris Wellons has a great article on the method that you mention: http://nullprogram.com/blog/2014/06/01/
It's also mentioned in the OpenGL red book: http://www.glprogramming.com/red/chapter14.html#name19
- I found this to be a good starting point for WebGL as a whole: https://webglfundamentals.org/
- This is a great resource for learning about GLSL and shaders (writing code that runs on the GPU): http://patriciogonzalezvivo.com/2015/thebookofshaders/
- As a starting point for implementing the Jump Flood Algorithm (which is what I used to implement the Voronoi Diagram demos) I found it helpful to read Chris Wellon's articles on GPGPU programming. Here's the first one: http://nullprogram.com/blog/2014/06/10/
In the post there's a demo on how to use the same algorithm that generates Voronoi diagrams to render 2D drop shadows with a spread radius.
You may also be interested in Alan Zucconi's article on Voronoi diagrams where he outlines a few use-cases in games: http://www.alanzucconi.com/2015/02/24/to-voronoi-and-beyond/...
Disclaimer: it's a toy project and I don't suggest using it for anything important.