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Member Since 13 Sep 2012
Offline Last Active Yesterday, 05:18 PM

Posts I've Made

In Topic: GNU ownership, Software - an everywhere epidemic

Yesterday, 12:27 PM

Interestingly, none of these are GPL as far as I can see.
Poor poor Stallman :'(

In Topic: Moving Java app onto the Web

03 October 2015 - 01:13 PM

Java applets seem to be a dying technology :
They are dead. Don't use them.


I hear libGDX has a web backend, https://libgdx.badlogicgames.com/


Now, I don't like the framework, its designed as a single inter dependant blob so it gets kinda complex to use it for particular things and not for others. I suppose that if you use it for all your things it should be a much smoother experience.


In any case its a quite popular framework nevertheless.

In Topic: GNU ownership, Software - an everywhere epidemic

03 October 2015 - 10:46 AM

I also read "GUN" as "GNU" the first time.


 Name some software that, has been released in the last 10 years, that is both successful AND 100% open source
Holy shit.

In Topic: What exactly is API-First?

30 September 2015 - 07:27 PM

I'm always gobsmacked at the number of people in software companies who can with a straight face extoll the virtues of agile development, while actually using a purely waterfall planning process to feed into a vaguely Kanban-like priority queue for the dev team.
Hahaha so true.

In Topic: DirectX12's terrible documenation -- some questions

30 September 2015 - 07:24 PM

This might be related:




I'm not terribly sure whats the difference between "shader storage buffer" (a "structured buffer" in D3Dland) and "texture buffer object". I mean, I know that TBOs uses samplers, texture cache and all of that, but it looks like both *could* be resolved the same way in the GPU, I'm not sure. If it is the case, the particulars noted in the article could be useful (typed buffer access vs untyped buffer access). Just in case, "uniform buffer" is a "constant buffer" in D3D.


I hope it helps. Maybe Mathias will pop in the discussion...