Introduction

I’m working at the Recurse Center on a 3D rigid-body game physics engine in Elixir.

What’s that mean?

  • 3D is pretty self-explanatory.
  • Rigid-body means that the objects being simulated don’t deform due to collisions, so more like steel beams and less like wobbly jellyfish.
  • Game physics is meant to describe simulations that are both decent-enough in fidelity for humans to predict behavior of objects and low-enough in fidelity to run in real-time (say, 30-60Hz).
  • Engine means it should be reusable across other projects and have a clean API.

I want to see what features APIs some various engines support, and go from there. The API’s I’m looking at are:

Misadventures in CI

- 3 mins read

Yesterday I spent many, many hours fighting with getting projects setup with CI.

For the Elixir physics engine I’m breaking ground on, I need to setup my usual library infrastructure.

For me, I consider the “bare minimum” for developing a library for other people to be:

  1. Master should pass tests at all times
  2. 100% test coverage
  3. 100% docs coverage of all APIs
  4. Proper SemVer
  5. Minimum external dependencies if at all possible–easier with mathy stuff

The first three are what cost me hours of my life yesterday.

Adding a blog aggregator

- 1 min read

Series: Zamrazac

After a lot of work today, I’ve gotten RSS feed generation implemented for my blog.

I then retooled a VPS I had lying around (apparently hoarding machines happens to my accounts as well as my apartment…) and threw on Ubuntu.

This was then setup to do basic file serving and most of the usual lockdown I do for my serves; a good test run, since I’ll be doing a workshop on accomplishing exactly this while at Recurse Center. :)

Demoing image dithering

- 1 min read

Series: Zamrazac

This is a demo for my friend Aaron showing some blog image dithering.

A beautiful parrot:

Pretty birb
This is a pretty birb.