Replying to @MetWatchUK
I second this, absolute whopper this one! Best I've ever seen (and about time, first big storm in years!)
Replying to @UKWX_
The cells that went through Coventry/Rugby way were super intense - I've never seen anything like that before:
Torrential rain
Lightning every few seconds from multiple points in the sky
No hail
No funnel cloud (although it was dark so maybe hard to see, there was no wind)
Replying to @JJCooperWX @Handry_Outlook
Except me, I have the worst luck in the world 😂
Replying to @bobblestockrob @kofi_Davies1
Zoom Earth if it's not too late 😬
Jebbo retweeted
4 color bubble. Source code -> junkiyoshi.com/openframework… #openframeworks #programming #creativecoding #プログラミング
... You can find PMMA on our GitHub profile here: github.com/PycraftDeveloper/…
We release programming updates regularly so stay tuned!
#buildinpublic #programming #Python #developer #gamedev #softwaredevelopment #SoftwareEngineer #coding #CPP
Thanks for reading :D
... Will help PMMA become a more optimized API overall, and will be very enlightening to us as PMMA isn't just about making something, it's as much about learning new skills too.
Of course, whilst also destroying benchmarks 💪
...
... Optimisations also.
This is because we are fast approaching a point now where not only is memory getting very expensive, we are running out of it, before we can fully stress the API.
Either way, being careful to get every last byte of memory savings...
... Approach which is the most likely strategy, but would require more of a design change for the render pipeline.
Regardless of what we choose, the solution will likely involve instanced rendering, although we are also reviewing other rendering...
... Was predicted.
The past approach assumes the scenario isn't going to change, but in applications it sometimes does, but in applications where no discerning pattern is identifiable (like a game) this strategy also breaks.
Finally we have the present...
... Will involve more complex mathematics and perhaps even machine learning, but this also isn't memory efficient and can be costly to performance. It also is the most likely to cause graphical issues if the rendered frame differs too much from what...
... The current frame from there.
Or finally we can attempt to 'predict' what the next frame will be and go from there.
Really it all boils down to having past, present and future approaches and they all have problems.
Using the future approach likely...
... The time. So, we could look to previous frames to establish what objects can be better optimised.
Alternatively we could analyse the data for the current frame - being careful to consider if it's likely to change - and work out ways of optimising...









