El post original es "Este video de Super Mario explica la teoría de los muchos mundos de la física cuántica"
Congote's Blog
Brain dump... sometimes good... sometimes bad.
jueves, febrero 27, 2014
Infogramas... maneras sencillas de explicar conceptos complejos
Es comun decir que una imagen vale mas que mil palabras... entonces cuanto puede decir un video... bastante y de hecho es una de las formas mas sencillas de entender los conceptos, por lo menos desde mi punto de vista. Tal vez para otros sea facil entender conceptos con los sonidos, tacto o en su sentido mas abstracto, pero para mi ver las cosas clarifica el concepto. Me sorprendio el video de como un video/juego/videojuego puede explicar la teoria cuantica.
El post original es "Este video de Super Mario explica la teoría de los muchos mundos de la física cuántica"
El post original es "Este video de Super Mario explica la teoría de los muchos mundos de la física cuántica"
domingo, febrero 23, 2014
Proyecto Tango de Google
Tengo una idea general de lo que es el proyecto Tango de Google y sinceramente creo que es mucho equipo y esfuerzo para lo que realmente es, otros equipos pueden generar resultados similares como el telefono LG Optimus 3D. La verdad creo que cualquier telefono moderno puede hacer las mismas funciones... pero como siempre Google muestra sus proyectos como lo mas revolucionario y algunas veces no lo es.
martes, julio 16, 2013
The new model for web applications
Some time ago... I check some projects which looks like to me very interesting. WebGL since it was a XP component of OpenGL to javascript and the only render was a teapot, or emscripten using their enzims, and the new asmjs which appear to be a optimization of javascript for compiled languages like C/C++ using the llvm compiler.
I really like this approach, but I am not understimating the power of the mobile world, and if you want to create a truly multiplatform application you should think in an architecture to allow you to work on mobiles platforms, may be Chrome OS and firefox OS could help. However interpreted languages are to expensive for mobiles always.
My solution, go back to compiled languages, but with very very very good IDEs. You need an easy way to debug and detect error, also to change the code and language easily. The compiled/procedural languages are going to be the fastest code ever created, and you always are going to have hardware constrains, if not in your mobile in future, may be in your clothes (weareble computing).
I really want to see a new tool which allow me to work with a language like C, using a real preprocessing text tool and a visualization of code really inmersive, in the way of the old smalltalk but with the power of new hardware.
Etiquetas:
asmjs,
emscripten,
firefox,
javascript,
webGL
miércoles, junio 29, 2011
Loops, loops, loops
There is a problem with webgl... more exactly with glsl, more more exactly with angle... the problem is that is the worst part in all the webgl development. It is slow, the compilation is slow, there is a lot of problems. I know, that is the cost for portability, bust right know that cost is to high.
It is imposible to compile a loop with 60 iterations, the browser simply dies... I hope there is hope... but for now... I work without angle.
and again... you can do a lot of things in webGL without matrices... it's very nice... If someone have some idea how to put webGL in my blog, tell me and I will show you some examples.
It is imposible to compile a loop with 60 iterations, the browser simply dies... I hope there is hope... but for now... I work without angle.
and again... you can do a lot of things in webGL without matrices... it's very nice... If someone have some idea how to put webGL in my blog, tell me and I will show you some examples.
martes, junio 28, 2011
When it isn't my problem, loops in webgl
Ok... today... working... doing things.... and I have an spectacular loop in my GLSL code for webGL, before when the CPU and GPU did their job it wasn't a problem, but telling the GPU to do CPU stuff, is crazy... so a loop... I get nervous, and yes... I got a problem:
for (int i = 0 ; i < 2 ; i++) // don't work
for (int i = 1 ; i < 3 ; i++) // work
{
ii= i-1; // just to be nice ;-)
}
but... it was not my problem... it's angle problem... so bad... so sad...
So... may be your code is good... but the compiler is "bad".
And.. I hope some day to start writing about doing non-3D graphics with webGL, fast, good and without matrices!!!.
cya.
for (int i = 0 ; i < 2 ; i++) // don't work
for (int i = 1 ; i < 3 ; i++) // work
{
ii= i-1; // just to be nice ;-)
}
but... it was not my problem... it's angle problem... so bad... so sad...
So... may be your code is good... but the compiler is "bad".
And.. I hope some day to start writing about doing non-3D graphics with webGL, fast, good and without matrices!!!.
cya.
lunes, junio 27, 2011
WebGL a year after
Ok... I remembered that I have a blog, and what a surprise that I realized that almost a year ago was my last post, and It was about WebGL, which were going to be by default in the next Firefox 4.0. So what happened after one year, well... firefox 4.0, and it had WebGL by default, also Chrome, and may be in the future Safari with the next operative system of Lion, and Opera.
WebGL, my experience is really good, a very fast way to make good graphics in the Web, how good? and how fast, ok... examples:
1) How good... like good games as Quake 2... which a special version in Java was converted to javascript and was really playable, the only problem was the gamma of the textures, but the rest was perfect.
2) How fast... as fast you are in the Desktop... the only problem is javascript... but... javascript is going to be faster and faster every day. and in some middle future may be more faster than C/C++, I know this is difficult to believe, but, the online optimizations that you can do in the code with javascript, are impressive, and yes... you can do it in C/C++, but you have to implement a JIT in your own code to run your code as fast as Javascript can do it.
I made a lot of work in WebGL... may be you should check the volume rendering code.
Finally... emscripten... a very good project... it has some problems in the architecture... but... I think is a the correct way to get Rich Apps to the web.
WebGL, my experience is really good, a very fast way to make good graphics in the Web, how good? and how fast, ok... examples:
1) How good... like good games as Quake 2... which a special version in Java was converted to javascript and was really playable, the only problem was the gamma of the textures, but the rest was perfect.
2) How fast... as fast you are in the Desktop... the only problem is javascript... but... javascript is going to be faster and faster every day. and in some middle future may be more faster than C/C++, I know this is difficult to believe, but, the online optimizations that you can do in the code with javascript, are impressive, and yes... you can do it in C/C++, but you have to implement a JIT in your own code to run your code as fast as Javascript can do it.
I made a lot of work in WebGL... may be you should check the volume rendering code.
Finally... emscripten... a very good project... it has some problems in the architecture... but... I think is a the correct way to get Rich Apps to the web.
Etiquetas:
chrome,
emscripten,
firefox,
javascript,
webGL
martes, junio 29, 2010
WebGL enable in Firefox 4.0 beta 1
With the new and next stable version of Firefox 4.0 it appears that WebGL is going to be enable by default.
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