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Jeremy Day z2oh California https://jaday.io I like programming and mathematics.

z2oh/chromatic_confinement 7

Rust implementation of k-d tree to efficiently perform color quantization to predefined sets

justinba1010/USCCodeathon-F19-Upper 4

ACM Fall 2019 240/350 Codeathon Problems

DreherFRC2815/RecycleBot2015 2

Team 2815's code for the FRC 2015 challenge, Recycle Rush.

JamesPC44/USC_UpperDivision_Fall2018 2

Repository for Fall 2018 problems and solutions for 240/350 problems

z2oh/C3.MonoGame.Primitives2D 2

A 2D primitive drawing library for MonoGame, ported from an XNA library with the same function.

gtab-app/gTAB 0

Generalized take and break

hdamron17/USCCodeathon-S2020-Upper 0

ACM@USC Codeathon problems for Spring 2020

tpanetti/vim-roulette 0

Vim-Roulette is your one stop shop for ruining your files. The fun way!

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commit sha 36e3c38af1ee06ec3b90f18e7fa3cee074629c4c

switch from ALE to coc

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commit sha 20b01fc9bc809f3ad5f1ec7680e4b1a67e566e53

move camera to world renderer

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add gfx::prelude

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commit sha 81a2aa4091d9aeba4f5aeb85c74f1f03175b9629

upgrade to wgpu 0.6

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add several new .vimrc configs

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add cat, ls, and l fish alias functions

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update config.fish

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add yabairc and .skhdrc

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create barnchz2oh/roguelike_experiment

branch : master

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created repositoryz2oh/roguelike_experiment

prototype "roguelike" built on top of wgpu-rs

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commit sha 8c53da9fb8f9a7f508d6264370c15a1449f4b2a7

Add queries

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Add queries

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fork z2oh/wgpu-rs

Rust bindings to wgpu native library

https://wgpu.rs

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commit sha a58ffbc5f7249a99ba6348a49452dfa843b05c34

Add queries

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fork z2oh/wgpu

Native WebGPU implementation based on gfx-hal

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issue commentgfx-rs/wgpu

WebGPU "Queries" implementation (for profiling purposes)

@cwfitzgerald, I have made some additional progress since my last update, but I had shelved this PR temporarily after being distracted by some other things. Your comment has re-motivated me though :)

Pipeline statistics queries are wired through, but every time I read the buffer it's all 0s so I clearly have done something wrong! I'll rebase and continue the PR this week, and hopefully I can submit a draft PR this weekend. I may ping you on matrix if I can't figure out this last remaining issue. Cheers!

z2oh

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startedpaileyq/lua-feels

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commit sha bb23338b74bb28f3e93e99cb61a243374a3ceabb

add gpu_context abstraction this type serves as the primary interface to the gpu. additional work needs to be done to further decouple render_context and gpu_context, but it is better than it was. most critically, gpu memory management is still too manual. this is the first step toward runtime swappable shaders. the next step is likely a render pipeline builder abstraction to allow easy customization of render pipelines at runtime

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commit sha c89d2d0ef731347c151ccc22c4ce1a456040414a

update wgpu-core to master

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startedidris-lang/Idris2

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starteddmadisetti/rules_euler

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commit sha 37a8112c73e5e1ec035ac04f437da83e66998202

add texture-based simplex noise terrain rendering some experimentation with procedural mesh generation and texturing. the terrain is split into individual chunks and each chunk is rendered as one mesh. an integral based vertex system is used which should, in theory, save time & space, but we will see if that change sticks around much of this code (in particular, the mesh generation code) is suboptimal, but it will do for now until a permanent and efficient solution is found

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commit sha fb5f6eaf51fa09094293edb222e144171d1b9a5d

add dynamic uniform buffer this buffer will be used to hold per object data for the shaders

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commit sha 86909d860d68ce8b182f44cf35fe0f3ab5061099

refactor `MeshAccumulator` into new `mesh` module

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commit sha 951e51b2fb7601eca159a5aebdcd1d46e7eb0618

clean up docs in managed buffer

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commit sha ad93276cf54223fd8f86e4029ed89f3d52285dad

migrate uniform buf to managed buffer this required a heavy refactoring of the `ManagedBuffer` type to be generic over its collection type. this is because in the case of very small buffers that are updated frequently (like a uniform buffer storing the camera's position), there is no need to pay a per frame heap allocation performance penalty when the entire owned buffer can be stored in the `ManagedBuffer` type itself

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commit sha 64fd658681765f9182b3177ed55e7c0ced2c50bb

add dedicated thread mesh generation this certainly isn't going to stick around in its current implementation, but i wanted to experiment with generating a mesh on a different thread. experiment success!

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commit sha ff59d3220adf1d41275e7fa2eb83e89b8db6b5a1

add managed buffer abstraction and migrate vertex and index buffers

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commit sha 12a76ffa4cc95775408f55a12812568bc39a49c5

filter logs for timing information in run.sh

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commit sha cde6a4215329a059b9fc1652b93be5a85777be0c

add a build script also remove the needless reduction of frame rate. the timer is still kept for setting the mesh dirty. the build script requires an installation of make and glslangValidator

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commit sha d84248712b5a2ad1d6e53d4e89ba4cab48ee2ed3

fix shaders

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update README.MD

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commit sha e63b78ea2f22d1fc4cd7faec7aa72882e8cd6dc6

add improved camera control the previous technique suffered from gimble lock. this time, quaternions and rotation limits are employed and have much better results

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commit sha c6bc0f5b170d6f4b6cee7902e2aed42afa5c93a6

add a naive redraw request frequency limiter

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commit sha 12111a4583cfb61eb77a2dbf16f9c6dc63204fac

use `from_axis_angle` api instead of manually building quaternions

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commit sha 901bfb402043d51c20be7edb76c44b251b8f2b37

update everything the result of lots of little independent experiments, including: * refactoring render context module * introducing a (totally unused) debug pass * updated the shaders to be more interesting, they select from an HSV wheel * added a MeshBuilder abstraction to start procedurally generating some meshes. so far it works, but I'm probably doing something horrible with quaternions - so far quads and cubes can be built * added moving up and down * recalculate the mesh every frame (lol) with the vertex positions updated as a sin function of time it is starting to get painful to work in the codebase; i desperately need to introduce some abstractions around working with wgpu buffers/textures. this will be the first step in becoming more "engine-like"

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