Deftware

@BITPHORIA

Indie software dev, CNC, graphics coding, gamedev, procgen, machine intelligence, specular holography, and bleeding edge technology!

California, USA
Vrijeme pridruživanja: svibanj 2015.
Rođen/a 1986.

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  1. 2. velj

    now supports more flexible G-code export options so users aren't forced to manually select which operations to include in each exported file. Operations can be exported as individual files or grouped by tool.

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  2. 30. sij

    Adding a dialog to simplify exporting of G-code and re-working the stipple operation to generate better stipple distributions more quickly than the current 'advection' method (which can be finicky). Afterwards v1.41a should be going live next weekend, ideally.

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  3. 24. sij

    Been hacking away on a bunch of little usability items from 's todo list. Thinking v1.41a ought to be a smaller update next week with these tidbits before tackling text-along-path, which will likely be shared with raster-layers as a "distort by path(s)" function.

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  4. 14. sij

    Going to setup a store for and on Shopify. It's a far better setup than - which has served me well nonethless but I should've moved to something more professional the moment I made my first PixelCNC sale 2 years ago.

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  5. 4. sij

    This is what I've been working on after 20 unsuccessful years in gamedev....

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  6. 27. pro 2019.

    v1.40a is live! Hacking away on the devlog - particularly to demonstrate the path-sweep functionality and a few other new tidbits :)

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  7. 27. pro 2019.

    Adding a quick little feature to path-sweep to reverse rail-path direction before rolling out v1.40a today.

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  8. 23. pro 2019.

    Christmas has been busy! Updating 's User Guide to be current with v1.40a and ideally releasing within the next few days.

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  9. 18. pro 2019.
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  10. 18. pro 2019.

    Finishing up undo/redo on text-layers. Fixed a bunch of little bugs and tweaked a few things in the last few days. After this I'll be updating the User Guide and v1.40a will go live!

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  11. 13. pro 2019.

    The new undo/redo system in should be complete this week and after bringing the user guide up to date v1.40a should be going public :D

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  12. 11. pro 2019.

    2 days wrestling w/ update to Ryzen5 2600, RX 5700XT, & 16GB RAM. Hanging on to Win7's rough! No USB on boot = drove 40 miles for USB-PS2 adapter. Setting up new SSD w/ Win10 on it for VR & PixelCNC testing dual-boot style then setting up software in Win10 all day!

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  13. 9. pro 2019.

    I used to blog all the time when I was into gamedev. Since I started working on PixelCNC I haven't really blogged. I think I'll finally make a post about PixelCNC.

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  14. 2. pro 2019.

    's path-sweep functionality is pretty much all in place. Still a few tidbits I'd like to add but it's usable. Started on the undo/redo system. I'll be gearing for v1.40a release after it can undo/redo just about everything.

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  15. proslijedio/la je Tweet
    29. stu 2019.

    I am happy to announce that there's a movement of programmers who realize how much computational potential is being wasted, and, to fix this, have decided to go back to programming in Assembly:

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  16. 26. stu 2019.

    ...and here's how the problem actually manifests itself. Note the whole area around the top rail's zig/zag becoming totally fubar.

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  17. 26. stu 2019.

    Discovered a bug in the two-rail path-sweep algo when there's backwards zigs or zags. The prob lies in the inverse bi-lerp algo which doesn't handle quads w/ opposing edges that cross. Here's a comparison of invbilerp & new quad undistort that will take its place:

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  18. 25. stu 2019.

    Little clearer example of dual-rail path-sweeping:

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  19. 25. stu 2019.

    Completely forgot to mention that I solved dual-rail path-sweeping. Still need to get it working as one would expect for closed/circuitous rails:

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  20. 20. stu 2019.

    False alarm. I spent all day nervous with anticipation for no reason. :P

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