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GPU-Programmierung: Andere Chips und eine andere Art zu programmierenIn der heutigen Zeit dreht sich fast alles in der IT um AI. Und damit auch oft um den sich positiv entwickelnden Aktienkurs von Nvidia. Warum Nvidia? Als Hersteller von Grafikkarten bzw. Grafikchips (kurz GPUs) profitieren sie deutlich von den hohen Nachfragen nach dieser Art von Chips. Das Ganze hat die Frage aufgeworfen: Inwieweit ist die Programmierung auf bzw. für eine GPU anders als bei einer klassischen CPU?In dieser Episode behandeln wir dieses Thema: Paralleles Programmieren auf der GPU.Wir bröseln das Buzzword-Bingo auf und schauen uns an, was der Unterschied zu verteiltem vs. parallelem Rechnen ist, was HPC und CUDA eigentlich ist, ob bzw. wie man auf Grafikkarten ohne Frameworks programmieren kann, welche algorithmischen Use Cases neben AI und Transformer-Modelle existieren, wie man einen Algorithmus für die GPU programmiert und was man alles vermeiden sollte, sprechen über Speicherzugriffsmuster und warum Matrizen-Multiplikationen so gut auf GPUs funktionieren aber auch was Performance-Portabilität bedeutet und ob es Probleme mit der Heterogenität von Grafikkarten und Chips gibt.Und das alles mit Dr. Prof. Peter Thoman.Bonus: Wie besucht man möglichst effizient alle Städte in Deutschland? Das Problem des Handlungsreisenden.Unsere aktuellen Werbepartner findest du auf https://engineeringkiosk.dev/partnersDas schnelle Feedback zur Episode:
Topics covered in this episode: httpdbg PyPI Now Supports iOS and Android Wheels for Mobile Python Development Arcade Game Platform goes 3.0 PEP 765 – Disallow return/break/continue that exit a finally block Extras Joke Watch on YouTube About the show Sponsored by us! Support our work through: Our courses at Talk Python Training The Complete pytest Course Patreon Supporters Connect with the hosts Michael: @mkennedy@fosstodon.org / @mkennedy.codes (bsky) Brian: @brianokken@fosstodon.org / @brianokken.bsky.social Show: @pythonbytes@fosstodon.org / @pythonbytes.fm (bsky) Join us on YouTube at pythonbytes.fm/live to be part of the audience. Usually Monday at 10am PT. Older video versions available there too. Finally, if you want an artisanal, hand-crafted digest of every week of the show notes in email form? Add your name and email to our friends of the show list, we'll never share it. Michael #1: httpdbg A tool for Python developers to easily debug the HTTP(S) client requests in a Python program. To use it, execute your program using the pyhttpdbg command instead of python and that's it. Open a browser to http://localhost:4909 to view the requests Brian #2: PyPI Now Supports iOS and Android Wheels for Mobile Python Development Sara Gooding “the Python Packaging Index (PyPI) has officially begun accepting and distributing pre-compiled binary packages, known as "wheels," for both iOS and Android platforms. “ Next up, “cibuildwheel Updates Are in Progress to Simplify iOS and Android Wheel Creation” Michael #3: Arcade Game Platform goes 3.0 via Maic Siemering This is our first major release since 2022. It keeps the beginner-friendly API while adding power and efficiency. Arcade now supports both standard OpenGL and ShaderToy (www.shadertoy.com) a-shaders through a compatibility layer. Since 3.0 is a major release, the full list of changes is over in github.com/pythonarcade/arcade/blob/development/CHANGELOG.md Brian #4: PEP 765 – Disallow return/break/continue that exit a finally block Accepted for Python 3.14 I wouldn't have thought to do this anyway, but it's weird, so don't. Will become a SyntaxWarning catchable by running with -We Extras Brian: Correction: Niki Tonsky was originator of “Pride Versioning”. Thanks Nikita Correction: Scheme is actually awesome. Brian is just a curmudgeon Also: pytest-rerunfailures is good for exposing flaky tests And apparently me being wrong was a great to get at least one person to blog more. Cheers Filip Łajszczak Michael: Tea pot follow up While you're right that some software actually had this implemented, Python does not. It's not an officially accepted HTTP status code, it was proposed in a 'joke' RFC. I guess Python - even though its name comes from the funny TV series Monty Python - is not so funny. httpx, your (or at least -my-) favorite HTTP module for python, does have the I_AM_A_TEAPOT constant. By the way, there are some HTTP status codes that changed their names in RFC 9110, for instance, http.HTTPStatus.UNPROCESSABLE_CONTENT (422, previously UNPROCESSABLE_ENTITY) Pride follow up fosstodon.org/@kytta/114034442981727301 Time to upgrade your mini? Joke: How old is she?
Vulkan is a low-level graphics API designed to provide developers with more direct control over the GPU, reducing overhead and enabling high performance in applications like games, simulations, and visualizations. It addresses the inefficiencies of older APIs like OpenGL and Direct3D and helps solve issues with cross-platform compatibility. Tom Olson is a Distinguished Engineer at The post The Vulkan Graphics API with Tom Olson and Ralph Potter appeared first on Software Engineering Daily.
Vulkan is a low-level graphics API designed to provide developers with more direct control over the GPU, reducing overhead and enabling high performance in applications like games, simulations, and visualizations. It addresses the inefficiencies of older APIs like OpenGL and Direct3D and helps solve issues with cross-platform compatibility. Tom Olson is a Distinguished Engineer at The post The Vulkan Graphics API with Tom Olson and Ralph Potter appeared first on Software Engineering Daily.
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of Luma Touch are back to discuss two new features to LumaFusion: Speed Ramping and Enhance Keyframing. They explain why speed ramping was their most requested feature, and how they have improved the process of keyframing. The discussion also touches on grids, an adjustable user interface, integrated access to training, and their pricing model. This edition of MacVoices is supported by MacVoices After Dark. What happens before and after the shows is uncensored, on-topic, off-topic, and always off the wall. Sign up as a MacVoices Patron and get access! http://patreon.com/macvoices Show Notes: Chapters: 00:00 Introduction to LumaFusion 01:34 New Features Overview 04:56 Speed Ramping and Keyframing 07:41 Refactoring for Future-Proofing 17:12 Hardware Compatibility and Requirements 19:07 Editing on iPhone 24:40 LumaFusion in Education 27:38 Android and Chromebook Experience 34:32 Pricing Model and Features 40:50 Customer Support and Resources Links: Luma Touch - Speed Ramping & Enhanced Keyframing Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Thu, 22 Aug 2024 15:00:00 GMT http://relay.fm/conduit/82 http://relay.fm/conduit/82 Kathy Campbell and Jay Miller Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! clean 3069 Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! This episode of Conduit is sponsored by: Ecamm: Powerful live streaming platform for Mac. Get one month free. Micro.blog: A social network that embraces the web. Save 50% on a Premium account with code RELAY. Links and Show Notes: Checked Connections - Jay ✅ - Publish a new version of a thing - Kathy ❎ - go to the gym at least 3 times a week Keep sending those MyConduit Connections to us on Discord and through Feedback! New Connections - Kathy - Go to the gym 3 times a week - Jay - Make a list. A catppuccin list For Our Super Conductors: Pre-Show: Kathy's UK trip and Jay's ridiculous vacuum Post-Show: Feuding Families Online Credits Audio Editor: Dear Podcast Music: When You Smile Executive Producers: Relay FM Discord Community Support Conduit with a Relay FM Membership Submit Feedback ten. | the movie. - YouTube Alacritty - A cross-platform, OpenGL terminal emulator Alacritty - A cross-platform, OpenGL terminal emulator Home · tmux/tmux Wiki · GitHub Catppuccin GitHub - catppuccin/alacritty:
Thu, 22 Aug 2024 15:00:00 GMT http://relay.fm/conduit/82 http://relay.fm/conduit/82 Systems Check Summer 2024 82 Kathy Campbell and Jay Miller Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! clean 3069 Jay is using their notebook again and Kathy is back and in a new stage of her business. Some may think she needs a side-kick but she's already got one! This episode of Conduit is sponsored by: Ecamm: Powerful live streaming platform for Mac. Get one month free. Micro.blog: A social network that embraces the web. Save 50% on a Premium account with code RELAY. Links and Show Notes: Checked Connections - Jay ✅ - Publish a new version of a thing - Kathy ❎ - go to the gym at least 3 times a week Keep sending those MyConduit Connections to us on Discord and through Feedback! New Connections - Kathy - Go to the gym 3 times a week - Jay - Make a list. A catppuccin list For Our Super Conductors: Pre-Show: Kathy's UK trip and Jay's ridiculous vacuum Post-Show: Feuding Families Online Credits Audio Editor: Dear Podcast Music: When You Smile Executive Producers: Relay FM Discord Community Support Conduit with a Relay FM Membership Submit Feedback ten. | the movie. - YouTube Alacritty - A cross-platform, OpenGL terminal emulator Alacritty - A cross-platform, OpenGL terminal emulator Home · tmux/tmux Wiki · GitHub Catppuccin GitHub - catppuccin/alacritty:
For the occasion of 25 years of Krita and in preparation of Software Freedom Day in September 21st of this year, we wanted to talk with Halla, the lead maintainer of this great project. We asked around and Arnoud stepped up and offered to visit Halla to ask some questions about the project's history and future. The talk is also available as a video on the PeerTube instance of the Digital Freedom Foundation. If you know what Software Freedom Day is, I'm confident that your heart warms up with fond memories. If you don't know what it is, have a look at digitalfreedoms.org/sfd for more info. Basically, it's a grassroots movement from local teams organizing events to tell others about the benefits and importance of software freedom. If you would consider organizing Software Freedom Day where you live, don't hesitate to visit the blog on our site, and get some inspiration for what you could do. With that said, let's listen to the interview between Arnoud and Halla. Enjoy it! Today we're interviewing Halla, who is the lead maintainer of Krita, to learn all about it and to hear where the project has been and where it's going. Halla, to start us off, could you tell us a little bit about what Krita is? Sure. I love telling people about Krita. So Krita is a digital painting application. It's meant to make art from scratch, both still images and animations. So we've got a huge number of brush engines, color spaces for people who need to print and lots of features really focused at creating art from start. For what kind of illustrations would you use Krita? Pretty much everything. I've seen so many different artworks, different styles. People are working on comics in Krita. People are working with illustrations. There are people who design those trade book card with Krita. Games, I mean, whole animated games, like platform games. It's used for all that sort of thing, for everything, in every style, in pretty much every country in the world. Wow. Uh, are there any publications we might know about that have used images created in Krita? There are so many! We got sent a copy of a book on American wild birds. That was entirely done in Krita. Wow, cool. Talk a little bit about yourself. What role did you play in the creation of Krita? This year Krita is 25 years old. Which meant I wasn't there at the absolute beginning. So, in 2003, my parents gave me for my birthday a really small graphics tablet, a Wacom Graphire. And I wanted to use it to draw a map for a fantasy novel I was writing back then. The novel never got finished, because of course I wanted to use Linux as my desktop operating system. And I sort of couldn't get into GIMP, and I started looking around for an application other than GIMP that I could maybe improve or could maybe be good enough. Well, I found Krita. In 2003, it had already gone through three names: KImageShop. That didn't last long. Krayon. That didn't last long either. And it was finally called Krita. It has also gone through three complete rewrites. So when I started working on Krita in 2003, it didn't even have a brush tool. You could open images, add images as layers, and move the layers around. And that was everything. So, it was a really good place to get started. Except, of course, that it turns out that I'm not a genius. I'm not even a computer scientist. I mean, I'm a linguist. And writing a good brush engine is pretty difficult. So, I started blogging about how I was completely failing at creating a nice brush engine. And how is was failing. That turned out to be a turning point for the project because people saw that: "Oh, there's someone working on it, and they're not making any progress, mmm, I will take a look as well." They started getting enthusiastic and pretty soon after 2004, we already had our fourth complete core rewrite. So that's how I got started. So how many people were involved in the Krita community by that time? Mid 2004, it was about a dozen. Krita was still part of KOffice, which was KDE's suite of productivity applications. And KOffice developed that still, because they were porting from one document format to another document format. But suddenly there was an application that we really wanted to release. And that's when KOffice got released again as well. So it's a bit hard to say how many people are actually working on Krita because there were also some people working on the core libraries that every application used, but say a dozen. And can you speak a little bit about how the community evolved since? Yes. Until around 2006, we didn't really have a focus. Krita was a GIMP clone or a Photoshop clone. And, in 2006, David Revoy, a French artist who only uses free software, tried Krita, and he told us it's no good. While we thought we had quite a nice application by then. Afterwards, we started taking this very seriously. So, when we have a sprint, we also invite artists. We actually videotape the artists working with Krita. And that's for the developers a really nice way of getting to know where the bottlenecks are for users. So because we involved artists, our developer community also started to grow. At some point of time, most growth came through Google Summer of Code, but those days are over. That program is not doing a lot anymore. We've only got one student this year. So that started the second phase. Let's make Krita good enough for David Revoy. We also invited Peter Sicking to a print. Peter Sicking is the guy who was involved in defining the mission statement for GIMP. He sat down with us and asked us: "What do you really want to do?" Make Krita good for David Revoy. That's a bit thin as a mission statement. So we came up with we want to make Krita purely a painting application. Sure, there are filters and other stuff, but if it's good for painting, it goes in. So we started working on that and that took quite a long time to get there, especially because we were stupid. We started doing a complete rewrite in 2007 of everything. That was the fifth. So, that continued, everyone was working on Krita as a hobby. Most people were still students, until our Slovak student, Lukáš, was working on his thesis. And his thesis was brush engines for Krita. And of course he got 10 out of 10 because he could show his professors that he had created real software that was used by real people all over the world. And then he was like, okay, I'm almost done with university. What should I do? If you guys can pay my rent, then I can work on Krita full time. If not, I'm going to flip burgers. So I ask him what his rent was. It was like 35 euros a month. So I thought, well, let's do a fundraiser and we can pay you for, say, six months. Six months turned into a year. And after that, Lukas got a job at a different company, but it started sponsored development. And that's been really important for the growth of our community, because by now there are six people working full time on Krita. The second student we hired on graduation was Dmitry Kazakov, a Russian guy, and he's currently our lead developer. So because we're all there, lots of volunteer developers can see that their patches and merge requests get reviewed, they get merged and that makes people happy. So we have a really healthy mix right now of sponsors and volunteer developers. That sounds great. You mentioned sprints a couple of times, can you tell us a little bit more about how that is organized? In theory, we organize one big sprint a year. Of course, it hasn't been possible. Some people have had to flee Russia, for instance. So visa problems are real problems. And the way it mostly used to happen was I would invite everyone to Deventer, have some people sleep upstairs, in our spare bedrooms. And the rest would go to Hotel Royale in Deventer, which has two big rooms on the top floor. Then we'd go down in the cellar of the church. It's a 12th century cellar. Really roomy, and we would just do some hacking, then do a meeting. And in the evenings, we would go out for dinner, and just get to know each other better. One thing that I really miss about sprints, or rather not having sprints, is the time we would spend in my study over there. Just, just a couple of us. The rest would be hacking around. And we would try to just go through the list of bug reports. And for us, sprints are fun. We also invite developers, artists, documentation writers. Yeah, that sounds like a lot of fun. So, if a new contributor would like to join Krita, what would be the typical on ramps that they could come into? It used to be that people would mostly join us on IRC. Nowadays, we also have Matrix, because building Krita from scratch is not easy. But we've got a great manual for that by now. So either people join us on IRC and ask for help building Krita, and then maybe ask, do you know a nice bug or feature ish that I could start working on? And then we, we'd help them with that. But these days it's mostly people who out of the blue, post a merge request on KDE's GitLab instance. And then we're "Oh, this person from Serbia, this person from Denmark, they have suddenly have a really nice patch!" And sometimes a patch needs to be improved. Sometimes it can go in as is. And then we try to get them, in our chat channel, because that's still the place where we have most development discussions. And the mailing list is almost dead, but that holds for many mailing lists. After that, once you've got three merge requests in Krita, merged into Krita, we will ask you: "Do you want to have a developer account, so you can review other people's work, merge it, get full access to everything?" And sometimes they are "Yes, I've always wanted that", and sometimes "I'm not really comfortable with that, I just want to send you more patches", and that's fine. Sounds great. In terms of features, are there any particular features of Krita that you're particularly proud of, or that sets Krita apart from other drawing programs? Over the years, we had a number of firsts. Like, before Adobe even knew that OpenGL existed, we had a hardware accelerated canvas implementation. Then, about the same year, I think it was 2005, we implemented support for all kinds of color models. Like CMYK, LAB, also painterly color models. That's stuff that tries to mix spectral wavelengths to simulate the way paint mixes. That feature is out because it never worked well enough. Then we got, I think, a really nice way of doing animations. Of course the brush engines are great. Oh, and this is something that almost nobody knows, but we support painting in HDR. So color values lower than zero and bigger than one, fully dynamic. And the way we work with those images is compatible with the way Blender imports images. So, you mentioned Blender, are there any other products that Krita works particularly well with, or that are nice complements to Krita? Scribus. Scribus is a desktop publishing application, it's also free software. Development is a bit slow at the moment, but it's really solid. We used it for our 2006, I think it was 2006, Krita art book, for instance. And Inkscape of course, as well. Krita does have vector layers, and they are quite advanced, but still Inkscape is a really good complement. Krita and Inkscape are the only applications that currently implement the W3C mesh gradient standard. Cool, and in terms of current development, which features are you most excited about which are coming up? What's coming up is the port of Qt6, new version of our development library. That's going to really eat development time. But again, we've got some volunteers who already started working on that. I'm not sure I'm really excited about it, but, but we have to investigate it. We are looking into AI assisted inking. So you would train Krita on the way you would normally ink your sketches. And then Krita should be able to semi-automatically ink your sketches for you. Because for many artists inking is a bit of a boring step, because when you're doing inking, you're often really, really careful. And that means that the lines are a bit, often a bit deader compared to the sketch, um, Trying to use AI to assist with that is something we are investigating. We are working on that together with Intel because Intel is one of our corporate sponsors. But we are also doing all kinds of projects with Intel. Like, Intel also worked with us on that HDR feature, for instance. Oh, and text. That's, that's important as well. Volterra has been working on that. The text shape and the text tool, like the object that contains text on canvas and the tool that modifies it are of course two different projects. This will implement full SVG to text including CSS, ligatures, font features and everything. And she's already implemented it. And the text shape itself, it can do vertical text, like for Chinese or Japanese. It can do Ruby, which is the furigana, the small, text that in Japanese you put next to the kanji, the Chinese derived characters, so you know how to pronounce them. And she's now working on the UI, and, and it's something we've wanted to start working on, uh, years ago already, I think it was 2017. Actually, I was working on that, but then I was distracted by the Dutch tax office which wanted to have money. And I had to do difficult stuff and hire accountants and so on. And it's not easy being a manager. So that's the two big things that are coming, hopefully: The experimental assisted inking an a super deluxe text tool. Cool. So what does your release schedule look like? Do you have set dates or is it ready when it's ready? Ready when it's ready, but it's often ready. If our infrastructure is working correctly, then we typically do a bugfix release every two months. There have been years when we did one every month, but that was just eating up too much of our time. We try to have one or two full feature releases a year as well. Of course, we moved from Jenkins as our binary factory platform to GitLab CI. And that means we haven't been able to do a release for six months because so many bits needed fixing, bits were broken. The whole pipeline had to be rewritten. But that's done now. So we just released 5.2.3 beta 1. And we hope to do the 5.3 pretty soon, which is a bug fix release. And 5.3 will be a feature release again. I think we've got almost enough features in there. We're only waiting for the text tool to be completed. That sounds great. In terms of, uh, volunteers, are there any areas that you would really appreciate someone helping out and looking into things? Android experts, because our Android expert started at a very difficult university and doesn't have any spare time anymore. And Android is, is a difficult platform. Platform itself, the libraries, it changes all the time. We do have a UX designer, Scott Petrovic, but more help there would also be welcome. And for the rest, it's actually mostly not what we wish to be done, but what volunteers wish to do and most work is welcome. Sounds great. On the topic of platforms, which platforms does Krita support right now? That's Linux. We prefer our own binary builds in AppImage format because we have to patch a lot of the libraries that Krita depends on. Windows, MacOS, Android. If and when iPadOS gets opened up, we might port to iOS. But both for iOS and Android, Oh, we also support Chrome OS, but that's Android. For iPadOS and Android, so tablet form factor, we really want to optimize our user interface for touch and for that we need to have the port to Qt6 done. So that's going to take some time. Sounds like there's a lot of exciting things coming. I think that's all I have for you today. So I'd like to really thank you for taking the time to speak to us. It was a pleasure. Um, is there any things we haven't covered that you would like to, uh, talk about? Oh, I want to brag a bit. Go for it. Because we have about 7 million users. That's quite a lot. I mean, I used to do commercial software development. And most of the companies we worked for never ever released. So that makes it so much more fun to work on. Yeah, that's genuinely amazing. Awesome. Thank you very much. Thank you, too.
Dobrodošli na Zalet Podkast — podkast o dizajnu digitalnih proizvoda!Imamo novu gošću! U ovoj epizodi smo ugostili Maju Nedeljković Batić. Maja je inženjerka, umetnica i kreativna developerka. Trenutno radi u kompaniji Linear. Sa njom smo pričali o spoju umetnosti i frontend inženjeringa, saradnji sa dizajnerima, samostalnim projektima i govorništvu na konferencijama.
This Episodes Questions: Just finished the latest episode where you guys talked about FreeCAD. I almost snapped when Guy said it was not parametric, or that "just recently changed". It's been like that since day one, almost 22 years ago. What Guy referred to was the Topological Naming Problem, the thing that happens when you remove a feature that another feature depends upon. Something that was mentioned happening to Guy in Fusion as well. Have great news, in the 0.22dev branch it has code that mitigates that issue (can never be solved, because there is an infinite number of possible models to design and an infinite ways of breaking things) and in August or September the 1.0 version is going to be released with that fix and many, many improvements present in the 0.22dev. I encourage you to be on the fence for when 1.0 is released. And yes, FreeCAD uses the graphics card with OpenGL. Cheers from Argentina, Gabriel The Ender 5-S1 is my only machine. Aside from the sonic pad and the acrylic enclosure, are there any mods that you'd consider worth the time and investment? If yes, what would be the cost and how tricky are they to pull off for someone with good DIY skills and equipment, but only moderate 3d printer knowledge? I'm in the UK (I can do the currency conversion, but not all products available to you might be available easily here, though I'm willing to import if it's worth it). Thanks again! Simon Troup What are the major categories or different applications you would classify printers into? I'm thinking along the lines of a voron 0 for small high quality, something with a large print volume, something enclosed and high precision, etc. I ask this as I consider selecting a second printer, what are some considerations to decide on what would most expand my capabilities? I have an E3V3 KE with some minor mods (structural, silicone spacers, nozzles) and I have it well tuned and printing great. Do I get a second one for continuity and ease of use, or would I be better served getting something to fit a different niche? Love the podcast and all the different angles you bring to the discussion!Ben I was curious to know what type of ASA you were trying to print as I have printed E-Sun, Inland and Polymaker. I have never had a problem with keeping it on the bed. I've even printed it on an ender 3 pro in the open air and it stuck just fine. I do use Magioo on my print beds, so just curious what you guys were using that was warping. I have a K1, an Ender 3 pro and Ender 3 pro s1 and a sv06 Sovol and printed ASA just fine on all of them. The SV06 and the s1 are in those cheap creality plastic enclosures. Thank you for the response. Chris I love the podcast. Guy, I've been following you on the fine woodworking side for several years, and gravitated to this podcast when I got my first 3D printer, an AnyCubic Kobra 2 along with Raspberry Pi and Octoprint, in December. I've upgraded to Bambu Labs X1 Carbon. The Kobra 2/Raspberry Pi required me to spend my time mastering the technology, rather than just printing cool stuff. I realized I did not need another rabbit hole, so I went with the X1. The analogy I use when asked by other 3Ders is that rather than being the guy who soups up the car, I just want to go for a ride! But, I digress. I've heard mixed reviews on the advantages of a 0.6mm hot end vs. the stock 0.4mm that comes with the printer. Speed and strength are noted as the primary advantages, but at some cost to quality. Many of the prints I make are for use as jigs in the shop or other household hacks, so even though I love the quality of the prints, I could sacrifice that for speed. I've read many comments on reddit that say the speed improvement claim is exaggerated. Can you guys set me straight? Paul
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features02:06 Upcoming Features: Adjustment Layers and More Tracks03:05 Importance of AI Ethics and User Privacy03:55 Impact of Apple's M Series Chips on LumaFusion07:42 LumaTouch Training Initiatives09:57 Unique Pricing Model Discussion11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
At NAB Show in Las Vegas, we caught up with Terri Morgan and Chris Demiris of Luma Touch to discuss the latest new features of LumaFusion, some new ones coming shortly, as well as their thoughts on AI in a video production workflow. Show Notes: Chapters: 00:46 Exciting 5.0 Release Features 02:06 Upcoming Features: Adjustment Layers and More Tracks 03:05 Importance of AI Ethics and User Privacy 03:55 Impact of Apple's M Series Chips on LumaFusion 07:42 LumaTouch Training Initiatives 09:57 Unique Pricing Model Discussion 11:59 Where to Find LumaTouch at NAB Guests: Terri Morgan is Co-Founder and Principle Designer at Luma Touch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Mastodon: https://mastodon.cloud/@chuckjoiner Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Explanation of how to create a texture mapped box by reading a BMP image file and displaying with OpenGL. Then how to create that same texture mapped the box in Blender to export into FBX format. The model is then imported and displayed multiple different game development environments, such as Unity, MonoGame, Godot, and Unreal … Continue reading Texture Mapping – Knox Game Design, February 2024 →
DSL is back, but it's bigger! There's a CUDA implementation for AMD, The Linux Topology code is getting cleaned up, and there's a bit of a tussle over who's the first to ship KDE 6. Nginx forks over a CVE, AMD has new chips, and Asahi is beating Apple on OpenGL. For tips there's zypper for package management, cmp for comparing files, UFW for firewall simplicity, and a quick primer on how Wine handles serial ports! Catch the show notes at https://bit.ly/49z3PDs and enjoy the show! Host: Jonathan Bennett Co-Hosts: Rob Campbell, Ken McDonald, and Jeff Massie Want access to the video version and exclusive features? Become a member of Club TWiT today! https://twit.tv/clubtwit Club TWiT members can discuss this episode and leave feedback in the Club TWiT Discord.
This is a recap of the top 10 posts on Hacker News on February 15th, 2024.This podcast was generated by wondercraft.ai(00:37): Sora: Creating video from textOriginal post: https://news.ycombinator.com/item?id=39386156&utm_source=wondercraft_ai(02:25): Our next-generation model: Gemini 1.5Original post: https://news.ycombinator.com/item?id=39383446&utm_source=wondercraft_ai(04:07): OpenAI – Application for US trademark “GPT” has failedOriginal post: https://news.ycombinator.com/item?id=39380165&utm_source=wondercraft_ai(05:35): Apple confirms it's breaking iPhone web apps in the EU on purposeOriginal post: https://news.ycombinator.com/item?id=39388218&utm_source=wondercraft_ai(07:36): Observable 2.0, a static site generator for data appsOriginal post: https://news.ycombinator.com/item?id=39383386&utm_source=wondercraft_ai(09:19): Uv: Python packaging in RustOriginal post: https://news.ycombinator.com/item?id=39387641&utm_source=wondercraft_ai(11:02): Every default macOS wallpaperOriginal post: https://news.ycombinator.com/item?id=39384731&utm_source=wondercraft_ai(12:57): Asahi Linux project's OpenGL support on Apple Silicon officially surpasses AppleOriginal post: https://news.ycombinator.com/item?id=39383798&utm_source=wondercraft_ai(14:46): Goodbye Auth0Original post: https://news.ycombinator.com/item?id=39380790&utm_source=wondercraft_ai(16:35): Feds want to ban the Flipper Zero – Experts say it's a scapegoatOriginal post: https://news.ycombinator.com/item?id=39385301&utm_source=wondercraft_aiThis is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
Contact your host with questions, suggestions, or requests about sponsoring the AppleInsider Daily:charles_martin@appleinsider.com(00:00) - 01 - Intro (00:13) - 02 - Apple Music ❤️s you (00:48) - 03 - Keyframer: AI animation tool (01:47) - 04 - Veteran product designer leaves Apple (02:23) - 05 - HomePod to get home-ier? (03:13) - 06 - All SportsBall, All the Time™ (03:57) - 07 - OpenGL updates for Linux (04:31) - 08 - AVP: Zuck prefers Quest 3 (05:24) - 09 - Amazon past its Prime (06:28) - 10 - MacOS bug old enough to drink (07:39) - 11 - Outro Links from the showApple Music has you covered for Valentine's Day with two new stationsApple has built a new generative AI tool for animating imagesAnother member of Jony Ive's core design team departs Apple after 32 yearsRumored screen-equipped HomePod appears in tvOS beta referencesEx-Apple executive in the running to lead joint ESPN, Warner, and Fox sports streamerAsahi Linux conformant to OpenGL 4.6 & OpenGL ES 3.2 on Apple Silicon MacsUnsurprisingly, Mark Zuckerberg believes Meta Quest 3 is the 'better product, period'Amazon Prime Video's Ads Tier Loses Dolby Vision HDR and Dolby AtmosThere's a Mac audio bug that may have existed for more than 20 yearsSubscribe to the AppleInsider podcast on:Apple PodcastsOvercastPocket CastsSpotifySubscribe to the HomeKit Insider podcast on:• Apple Podcasts• Overcast• Pocket Casts• Spotify
Introduction to OpenGL and how to setup development environment using MSYS2. Code examples in C for displaying polygons, keyboard input with GLUT, and a simple game demo. OpenGL code examples in C – https://github.com/levidsmith/KnoxGameDesign/tree/master/opengl Links and Notes OpenGL – https://www.opengl.org/ MSYS2 – https://www.msys2.org/ Setting up OpenGL development Environment on Windows with MSYS2 – https://www.jamiebayne.co.uk/blog/opengl-windows Lazy … Continue reading OpenGL – Knox Game Design, January 2024 →
With MaRo telling players to continue to voice their contempt for the current product schedule, WotC walking back their double down that they totally didn't use AI art, combined the OpenGL walk back, WotC has had a string of good decisions. Now, a lot of this still demonstrates initial bad intentions and/or poor first decision making, but we all have to start somewhere and, hopefully, the vocal majority has finally started to make enough noise for both WotC and HAS to care. https://twitter.com/SaffronOlive/status/1742939507979399669 https://twitter.com/wizards_magic/status/1744056808254173447?t=Di8yepxgmsrkaOUwHDC9SQ&s=19
Even if you don't game, the data is in, and the impact of the Steam Deck on Linux is massive. We'll go into details and then share our long-term review of the Deck. Special Guests: Alex Kretzschmar and Listener Jeff.
Python en Excel / Traductor (casi) universal de Facebook / Cadena perpetua por estafa cripto / Airbus 380 reconquista el cielo / Caos de basura espacial Patrocinador: El 23 de agosto llega a Disney Plus la nueva serie original de Star Wars: Ahsoka (tráiler). Volvemos a ver en pantalla a la rebelde Ahsoka Tano en una épica aventura llena de acción, intriga y emociones desbordantes, que solo podrás disfrutar en Disney Plus. Python en Excel / Traductor (casi) universal de Facebook / Cadena perpetua por estafa cripto / Airbus 380 reconquista el cielo / Caos de basura espacial
Перед вами новый шедевр игровой индустрии с потрясающей графикой. Задумывались ли вы о всей той магии, которая случается, чтобы пиксели сложились в ошеломительную картинку? Какой объем вычислений происходит, чтобы вот та тень от деревца была максимально реалистична? Скорее включайте выпуск и давайте разбираться! Никита Лисица преподает графику в СПБГУ, а в этом выпуске устроил для нас эксклюзивную лекцию по 3D графике и рассказал, как сложные алгоритмы преобразуются в живописные ландшафты, реалистичные тени и мягкое освещение. Обсудим различные API для работы с видеокартой, разбираемся, как устроен процесс рисования, как работают различные эффекты и как все это дело можно оптимизировать. Кстати, мы всё ещё партнёримся с Точкой! Посмотрите, что делает Точка и как живут их разработчики, на сайте. Там же найдёте ссылку на хабр, выступления на конфах и вакансии. Поддержи лучший подкаст про IT: www.patreon.com/podlodka Также ждем вас, ваши лайки, репосты и комменты в мессенджерах и соцсетях! Telegram-чат: https://t.me/podlodka Telegram-канал: https://t.me/podlodkanews Страница в Facebook: www.facebook.com/podlodkacast/ Twitter-аккаунт: https://twitter.com/PodlodkaPodcast Ведущие в выпуске: Евгений Кателла, Катя Петрова, Егор Толстой Полезные ссылки: Слайды курса Никиты https://github.com/lisyarus/graphics-course-slides/tree/master/2022/pdf Лучший сайт с туториалами по OpenGL https://learnopengl.com Еженедельный дайджест по графике https://www.jendrikillner.com/post Игра, которую Никита разрабатывает в свободное время https://store.steampowered.com/app/2403100/Costa_Verde_Transport_Department Твиттер Никиты https://twitter.com/lisyarus Блог Никиты https://lisyarus.github.io/blog/ Youtube Никиты с девлогами игры https://youtube.com/@lisyarus
At the dawn of 3D acceleration a battle was fought over who would control the APIs that would allow programmers to unlock the power of this new type of PC hardware. Would it be an open source community effort born of Silicon Graphics tech or would the industry juggernaut Microsoft win the day? Our guests today, Servan Keondjian, lead architect of Direct3D and game development veteran Casey Muratori take us into those heady days, the zealous arguments and how it all panned out. Recorded September 2022. Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or Mastodon https://oldbytes.space/@videogamenewsroomtimemachine Or videogamenewsroomtimemachine@gmail.com Links: https://www.linkedin.com/in/servan-keondjian-a6b56/?originalSubdomain=uk https://twitter.com/servankeo http://servanlog.blogspot.com/p/training-history.html https://earthsim.tv/ https://twitter.com/cmuratori youtube.com/mollyrocket, https://twitch.tv/molly_rocket, https://computerenhance.com https://mollyrocket.com
Check out the brand new Product Hunt Daily podcast: https://www.wondercraft.ai/podcasts/product-hunt-dailyThis is a recap of the top 10 posts on Hacker News on June 6th, 2023.(00:36): Preparing for the Incoming Computer Shopper TsunamiOriginal post: https://news.ycombinator.com/item?id=36206526(01:51): Reddit permanently bans account of user advocating Lemmy migrationOriginal post: https://news.ycombinator.com/item?id=36215914(03:16): GGML – AI at the EdgeOriginal post: https://news.ycombinator.com/item?id=36215651(04:52): OpenGL 3.1 on Asahi LinuxOriginal post: https://news.ycombinator.com/item?id=36212674(06:15): Apple VisionOriginal post: https://news.ycombinator.com/item?id=36211788(07:49): Nvidia releases new AI chip with 480GB CPU RAM, 96GB GPU RAMOriginal post: https://news.ycombinator.com/item?id=36209047(09:16): Octopuses, crabs and lobsters to be recognised as sentient beings under UK lawOriginal post: https://news.ycombinator.com/item?id=36216959(11:00): First impressions: Yes, Apple Vision Pro works and yes, it's goodOriginal post: https://news.ycombinator.com/item?id=36207705This is a third-party project, independent from HN and YC. Text and audio generated using AI, by wondercraft.ai. Create your own studio quality podcast with text as the only input in seconds at app.wondercraft.ai. Issues or feedback? We'd love to hear from you: team@wondercraft.ai
With the opening of Dungeons & Dragons: Honor Among Thieves behind us and a few weeks of box office numbers to breakdown and a new set in front of us, it's time to discuss the latest of Hasbro's IPs to enter the realm of cinema. Looking at the source material, we discuss how this serves the products, patrons and fans, new and returning, and discuss the role the OpenGL debacle has in this all. We also carve out time to remind people about the proposed Magic: the Gathering series Netflix was going to produce with eOne and its current fate. https://www.polygon.com/23548342/dungeons-dragons-dnd-paramount-plus-tv-series https://filmdaily.co/gaming/mtg-netflix/ https://www.youtube.com/watch?v=RPl5MeXIM8E&ab_channel=Movieclips
The modern world of gaming revolves around designers and programmers being able to harness the raw power of today's high end GPUs. APIs make this task manageable and no API set has been more important in the tradition from software rendered graphics to the age of the GPU than Direct3D. We speak with one of its original architects, Servan Keondjian, about is initial work on machines like the ZX81, BBC Micro, Acorn Archimedes, developing early 3D engines, working with adventure legend Magnetic Scrolls, his ground breaking work with Reality Lab, becoming part of the Microsoft machine and his current mega project Earthsim. Recorded September 2022. Video Version: https://youtu.be/rD8PvHZhO7Q Get us on your mobile device: Android: https://www.google.com/podcasts?feed=aHR0cHM6Ly92aWRlb2dhbWVuZXdzcm9vbXRpbWVtYWNoaW5lLmxpYnN5bi5jb20vcnNz iOS: https://podcasts.apple.com/de/podcast/video-game-newsroom-time-machine And if you like what we are doing here at the podcast, don't forget to like us on your podcasting app of choice, YouTube, and/or support us on patreon! https://www.patreon.com/VGNRTM Send comments on twitter @videogamenewsr2 Or Instagram https://www.instagram.com/vgnrtm Or Mastodon https://oldbytes.space/@videogamenewsroomtimemachine Or videogamenewsroomtimemachine@gmail.com Links: https://www.linkedin.com/in/servan-keondjian-a6b56/?originalSubdomain=uk https://twitter.com/servankeo http://servanlog.blogspot.com/p/training-history.html https://www.mobygames.com/developer/sheet/view/developerId,130819/ https://en.wikipedia.org/wiki/ZX81 https://en.wikipedia.org/wiki/BBC_Micro https://en.wikipedia.org/wiki/Acorn_Archimedes https://www.mobygames.com/company/magnetic-scrolls https://en.wikipedia.org/wiki/ARM_architecture_family https://en.wikipedia.org/wiki/OpenGL https://en.wikipedia.org/wiki/Reality_Lab https://en.wikipedia.org/wiki/API https://en.wikipedia.org/wiki/Direct3D https://earthsim.tv/ Copyright Karl Kuras
What we're liking about GNOME 44, how Microsoft's Linux distro is trying to attract more users, and we bust a CentOS myth.
Overview of game engines and development libraries. Links and Notes Godot Engine – godotengine.org Unity – unity.com Unreal Engine – www.unrealengine.com GameMaker – gamemaker.io Stencyl – stencyl.com Scratch – scratch.mit.edu SDL – www.libsdl.org Allegro – liballeg.org MonoGame – www.monogame.net Pygame – pygame.org Pico-8 – www.lexaloffle.com/pico-8.php OpenGL – www.opengl.org Podcast theme music – Ride by Pocketmaster
What we're liking about GNOME 44, how Microsoft's Linux distro is trying to attract more users, and we bust a CentOS myth.
Nextcloud moves to the front of the pack with their new release, a moment to appreciate curl, and Amazon goes all in with Fedora. Special Guest: Brent Gervais.
Nextcloud moves to the front of the pack with their new release, a moment to appreciate curl, and Amazon goes all in with Fedora. Special Guest: Brent Gervais.
Nextcloud's big new customer, some last-minute surprises in GNOME 44, and Flathub's ambitious plans for 2023.
Stephen Wolfram answers questions from his viewers about the history science and technology as part of an unscripted livestream series, also available on YouTube here: https://wolfr.am/youtube-sw-qa Questions include: What is the history of dimensional regularization and zeta regularization? How are they related to renormalization? - When and how was the first compiler made? What language was it for, and what language was it written in? - Can you talk about the history of computer graphics standards and libraries, such as OpenGL etc.? - Larry Sanger - HP 9800s were awesome. They had two overlap video memories. One was ASCII character–based, and the other was HP plotter language controlled. They both showed up on the screen. Handy/versatile.
There are some stories so big they need a little more air time.
Why the next kernel will be "the merge window from hell," a holiday gift for Wayland users, and how the open source community could do more to take on YouTube.
The Linux kernel has some exciting updates this week, including a significant Asahi milestone and some good news for Android. Then we take openSUSE's new web-based installer for a spin.
Microsoft's new goodies for Linux users, the Ubuntu Summit wraps up, and our takeaways from the recent fireside chat with Linus Torvalds.
Kai ist selbstständiger Programmierer(trainer) und gibt uns einen wunderbar weitreichenden Einblick in die Entwicklung seines Spiels: Simple Balance. Wir reden über verschiedene Grafikstile, Game Design, KI, Inspiration (und warum man sie evtl. vermeiden will), fröhliche Unfälle, wie er die Entwicklung (aus eigener Tasche) finanziert und warum er auf eigene Technologie setzt statt auf Unity, Unreal, CryEngine oder Godot zu setzen. Diese Episode ist eine bunte Wissenstüte in der für jeden und jede etwas dabei sein sollte und garniert mit Kais lockeren und motivierenden Art über Spieleentwicklung zu sprechen. Schaltet ein, die fast vier Stunden werden wie im Flug vergehen!
Details on two new efforts in the Linux kernel, the Pi-like RISC-V board that just hit its funding goal, and a significant milestone for Asahi GPU driver development.
Microsoft makes a hard about-face, a significant fix for Ubuntu 22.04 is in the works, and the recent breakthrough by the Asahi Linux project.
On this episode of This Week in Linux: OpenGL Celebrates Its 30th Birthday, Linux Laptop Landslide, Xonotic 0.8.5 Released, Darktable 4.0 Released, Lennart Poettering Goes To Microsoft, Open Source Ban In Microsoft Store?, KaOS 2022.06 Released, Burn My Windows, Humble LEGO Games Bundle, Team Fortress 2 Gets Massive Update, Sinishter Wendy Merch Drop, all that […]
SHOW NOTES ►► https://tuxdigital.com/podcasts/this-week-in-linux/twil-205/
The new movement to leave GitHub, an Ubuntu bug biting 22.04 users, the hardware platform Fedora might start taking seriously, and a major desktop dev departs Red Hat.
We caught up with Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of LumaTouch to talk about why they decided not to attend NAB and their appearance in a WWDC video showing off Reference Mode in iPadOS. They also tease us with some of the new features coming in the 3.1 update (free as usual for existing users) that include scopes and more. (Part 1) This edition of MacVoices is supported by Kolide. Get important, timely, and relevant security recommendations for your Mac, right inside Slack. Try Kolide with all its features on an unlimited number of devices for free for 14 days; no credit card required, at Kolide.com/macvoices. Show Notes: Links: Explore EDR on iOS - (WWDC Video), time 3:45 Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Our conversation with Terri Morgan, Co-Founder and Principle Designer and Chris Demiris, Co-Founder and Principal Engineer of LumaTouch wraps up with why LumaFusion should be considered a “professional app” for the iPad, and more on some of the upcoming features, including multi-cam editing. Yes, you can run LumaFusion on a Mac and Chris explains how, and we wrap with the team explaining why they try to make their features work the way their users work, not the way someone thinks they should work. (Part 2) This edition of MacVoices is brought to you by the MacVoices Dispatch, our weekly newsletter that keeps you up-to-date on any and all MacVoices-related information. Subscribe today and don't miss a thing. Show Notes: Links: Explore EDR on iOS - (WWDC Video), time 3:45 Guests: Terri Morgan is Co-Founder and Principle Designer at LumaTouch. She brings over 30 years of experience from the video industry to her passion for user experience and design. In 1988 Terri helped usher in the era of non-linear editing as a video editor at Alpha Cine Labs in Seattle. In 1995 she joined Lightworks in London, and became a Product Specialist, creating a powerful, multi-track editing system. In 2000, she founded a video editing and consulting business providing design and testing for Fast Multimedia and Pinnacle Systems. In 2007, Terri joined Avid as a Principal Product Designer where she led the product management and design of Pinnacle Studio for iPad and was honored with the Avid Achievement Award. Terri has received multiple awards for her editing work, including 3 Telly awards. She earned her BA in Visual Communications at The Evergreen State College, and her Professional Certificate in Human Centered Design and Engineering at the University of Washington. Chris Demiris is Co-Founder and Principal Engineer at Luma Touch. He is an expert at building new technologies into complete products, leading engineering teams to create quality results and integrating technologies to create complete, award-winning apps. Focused on video editing and video effects apps for iOS. Chris' specialties include iOS native media and UI development, OpenGL, DirectX, 3D graphics for video processing, video effects, digital rights management, and 3D editing tool creation. Support: Become a MacVoices Patron on Patreon http://patreon.com/macvoices Enjoy this episode? Make a one-time donation with PayPal Connect: Web: http://macvoices.com Twitter: http://www.twitter.com/chuckjoiner http://www.twitter.com/macvoices Facebook: http://www.facebook.com/chuck.joiner MacVoices Page on Facebook: http://www.facebook.com/macvoices/ MacVoices Group on Facebook: http://www.facebook.com/groups/macvoice LinkedIn: https://www.linkedin.com/in/chuckjoiner/ Instagram: https://www.instagram.com/chuckjoiner/ Subscribe: Audio in iTunes Video in iTunes Subscribe manually via iTunes or any podcatcher: Audio: http://www.macvoices.com/rss/macvoicesrss Video: http://www.macvoices.com/rss/macvoicesvideorss
Frank tried to build a MacCatalyst app with OpenGL and soon realizes that it doesn't exists!!?!?! Follow Us Frank: Twitter, Blog, GitHub James: Twitter, Blog, GitHub Merge Conflict: Twitter, Facebook, Website, Chat on Discord Music : Amethyst Seer - Citrine by Adventureface ⭐⭐ Review Us (https://itunes.apple.com/us/podcast/merge-conflict/id1133064277?mt=2&ls=1) ⭐⭐ Machine transcription available on http://mergeconflict.fm
The first operating systems as we might think of them today (or at least anything beyond a basic task manager) shipped in the form of Multics in 1969. Some of the people who worked on that then helped created Unix at Bell Labs in 1971. Throughout the 1970s and 1980s, Unix flowed to education, research, and corporate environments through minicomputers and many in those environments thought a flavor of BSD, or Berkeley Software Distribution, might become the operating system of choice on microcomputers. But the microcomputer movement had a while other plan if only in spite of the elder minicomputers. Apple DOS was created in 1978 in a time when most companies who made computers had to mail their own DOS as well, if only so software developers could built disks capable of booting the machines. Microsoft created their Disk Operating System, or MS-DOS, in 1981. They proceeded to Windows 1 to sit on top of MS-DOS in 1985, which was built in Intel's 8086 assembler and called operating system services via interrupts. That led to poor programmers locking down points in order to access memory addresses and written assuming a single-user operating system. Then came Windows 2 in 1987, Windows 3 in 1992, and released one of the most anticipated operating systems of all time in 1995 with Windows 95. 95 turned into 98, and then Millineum in 2000. But in the meantime, Microsoft began work on another generation of operating systems based on a fusion of ideas between work they were doing with IBM, work architects had done at Digital Equipment Corporation (DEC), and rethinking all of it with modern foundations of APIs and layers of security sitting atop a kernel. Microsoft worked on OS/2 with IBM from 1985 to 1989. This was to be the IBM-blessed successor of the personal computer. But IBM was losing control of the PC market with the rise of cloned IBM architectures. IBM was also big, corporate, and the small, fledgeling Microsoft was able to move quicker. Really small companies that find success often don't mesh well with really big companies that have layers of bureaucracy. The people Microsoft originally worked with were nimble and moved quickly. The ones presiding over the massive sales and go to market efforts and the explosion in engineering team size was back to the old IBM. OS/2 had APIs for most everything the computer could do. This meant that programmers weren't just calling assembly any time they wanted and invading whatever memory addresses they wanted. They also wanted preemptive multitasking and threading. And a file system since by then computers had internal hard drives. The Microsoft and IBM relationship fell apart and Microsoft decided to go their own way. Microsoft realized that DOS was old and building on top of DOS was going to some day be a big, big problem. Windows 3 was closer, as was 95, so they continued on with that plan. But they started something similar to what we'd call a fork of OS/2 today. So Gates went out to recruit the best in the industry. He hired Dave Cutler from Digital Equipment to take on the architecture of the new operating system. Cutler had worked on the VMS operating system and helped lead efforts for next-generation operating system at DEC that they called MICA. And that moment began the march towards a new operating system called NT, which borrowed much of the best from VMS, Microsoft Windows, and OS/2 - and had little baggage. Microsoft was supposed to make version 3 of OS/2 but NT OS/2 3.0 would become just Windows NT when Microsoft stopped developing on OS/2. It took 12 years, because um, they had a loooooot of customers after the wild success of first Windows 3 and then Windows 95, but eventually Cutler and team's NT would replace all other operating systems in the family with the release of Windows 2000. Cutler wanted to escape the confines of what was by then the second largest computing company in the world. Cutler worked on VMS and RSX-12 before he got to Microsoft. There were constant turf battles and arguments about microkernels and system architecture and meetings weren't always conducive with actually shipping code. So Cutler went somewhere he could. At least, so long as they kept IBM at bay. Cutler brought some of the team from Digital with him and they got to work on that next generation of operating systems in 1988. They sat down to decide what they wanted to build, using the NS OS/2 operating system they had a starting point. Microsoft had sold Xenix and the team knew about most every operating system on the market at the time. They wanted a multi-user environment like a Unix. They wanted programming APIs, especially for networking, but different than what BSD had. In fact, many of the paths and structures of networking commands in Windows still harken back to emulating those structures. The system would be slow on the 8086 processor, but ever since the days of Xerox PARC, everyone knew Moore's Law was real and that the processors would double in speed every other year. Especially since Moore was still at Intel and could make his law remain true with the 286 and 386 chips in the pipeline. They also wanted the operating system to be portable since IBM selected the Intel CPU but there were plenty of other CPU architectures out there as well. The original name for NT was to be OS/2 3.0. But the IBM and Microsoft relationship fell apart and the two companies took their operating systems in different directions. OS/2 became went the direction of Warp and IBM never recovered. NT went in a direction where some ideas came over from Windows 95 or 3.1 but mostly the team just added layers of APIs and focused on making NT a fully 32-bit version of Windows that could that could be ported to other platforms including ARM, PowerPC, and the DEC Alpha that Cutler had exposure to from his days at Digital. The name became Windows NT and NT began with version 3, as it was in fact the third installment of OS/2. The team began with Cutler and a few others, grew to eight and by the time it finally shipped as NT 3.1 in 1993 there were a few hundred people working on the project. Where Windows 95 became the mass marketed operating system, NT took lessons learned from the Unix, IBM mainframe, and VMS worlds and packed them into an operating system that could run on a corporate desktop computer, as microcomputers were called by then. The project cost $150 million, about the same as the first iPhone. It was a rough start. But that core team and those who followed did what Apple couldn't in a time when a missing modern operating system nearly put Apple out of business. Cutler inspired, good managers drove teams forward, some bad managers left, other bad managers stayed, and in an almost agile development environment they managed to break through the conflicts and ship an operating system that didn't actually seem like it was built by a committee. Bill Gates knew the market and was patient enough to let NT 3 mature. They took the parts of OS/2 like LAN Manager. They took parts of Unix like ping. But those were at the application level. The microkernel was the most important part. And that was a small core team, like it always is. The first version they shipped to the public was Windows NT 3.1. The sales people found it easiest to often say that NT was the business-oriented operating system. Over time, the Windows NT series was slowly enlarged to become the company's general-purpose OS product line for all PCs, and thus Microsoft abandoned the Windows 9x family, which might or might not have a lot to do with the poor reviews Millennium Edition had. Other aspects of the application layer the original team didn't do much with included the GUI, which was much more similar to Windows 3.x. But based on great APIs they were able to move faster than most, especially in that era where Unix was in weird legal territory, changing hands from Bell to Novell, and BSD was also in dubious legal territory. The Linux kernel had been written in 1991 but wasn't yet a desktop-class operating system. So the remaining choices most business considered were really Mac, which had serious operating system issues at the time and seemed to lack a vision since Steve Jobs left the company, or Windows. Windows NT 3.5 was introduced in 1994, followed by 3.51 a year later. During those releases they shored up access control lists for files, functions, and services. Services being similar in nearly every way to a process in Unix. It sported a TCP/IP network stack but also NetBIOS for locating computers to establish a share and a file sharing stack in LAN Manager based on the Server Message Block, or SMB protocol that Barry Feigenbaum wrote at IBM in 1983 to turn a DOS computer into a file server. Over the years, Microsoft and 3COM add additional functionality and Microsoft added the full Samba with LDAP out of the University of Michigan as a backend and Kerberos (out of MIT) to provide single sign-on services. 3.51 also brought a lot of user-mode components from Windows 95. That included the Windows 95 common control library, which included the rich edit control, and a number of tools for developers. NT could run DOS software, now they were getting it to run Windows 95 software without sacrificing the security of the operating system where possible. It kinda' looked like a slightly more boring version of 95. And some of the features were a little harder to use, like configuring a SCSI driver to get a tape drive to work. But they got the ability to run Office 95 and it was the last version that ran the old Program Manager graphical interface. Cutler had been joined by Moshe Dunie, who led the management side of NT 3.1, through NT 4 and became the VP of the Windows Operating System Division so also had responsibility for Windows 98 and 2000. For perspective, that operating system group grew to include 3,000 badged Microsoft employees and about half that number of contractors. Mark Luovsky and Lou Perazzoli joined from Digital. Jim Alchin came in from Banyan Vines. Windows NT 4.0 was released in 1996, with a GUI very similar to Windows 95. NT 4 became the workhorse of the field that emerged for large deployments of computers we now refer to as enterprise computing. It didn't have all the animation-type bells and whistles of 95 but did perform about as well as any operating system could. It had the NT Explorer to browse files, a Start menu, for which many of us just clicked run and types cmd. It had a Windows Desktop Update and a task scheduler. They released a number of features that would take years for other vendors to catch up with. The DCOM, or Distributed Component Object Modeling and Object Linking & Embedding (or OLE) was a core aspect any developer had to learn. The Telephony API (or TAPI) allowed access to the modem. The Microsoft Transaction Server allowed developers to build network applications on their own sockets. The Crypto API allowed developers to encrypt information in their applications. The Microsoft Message Queuing service allowed queuing data transfer between services. They also built in DirectX support and already had OpenGL support. The Task Manager in NT 4 was like an awesome graphical version of the top command on Unix. And it came with Internet Explorer 2 built in. NT 4 would be followed by a series of service packs for 4 years before the next generation of operating system was ready. That was Windows 5, or more colloquially called Windows 2000. In those years NT became known as NT Workstation, the server became known as NT Server, they built out Terminal Server Edition in collaboration with Citrix. And across 6 service packs, NT became the standard in enterprise computing. IBM released OS/2 Warp version 4.52 in 2001, but never had even a fraction of the sales Microsoft did. By contrast, NT 5.1 became Windows XP and 6 became Vista in while OS/2 was cancelled in 2005.