It needs a lot of work, but the basics are there. It uses unit selection on a large sample database as well as CMU's arpabet and a few other algorithms.
I'm looking to start work on a deep learning approach to improving the quality in January.
I'm going to spend the next month working on an interactive New Years laser display to project on a skyscraper in downtown Atlanta. I have a bunch of videos of some of the older work I did with lasers in undergrad:
I'm rewriting my engine in Rust now and plan to use four projectors to increase the drawing complexity / capability. It'll be interactive / online, so even those that aren't in Atlanta should be able to interact with it.
http://jungle.horse/#%7B%22s%22%3A%22hello.%20i%20am%20the%2...
Earlier, it taught basic html, now I am rewriting the Tasks app, http://github.com/thewhitetulip/Tasks/, to use the front end framework http://vuejs.org, using the learning of my experiment, I'm putting together anther series of tutorials, http://github.com/thewhitetulip/intro-to-vuejs.
Thid is because I wanted an easy to understand tutorial which doesn't expect the user to have anything more than basic html/css/js knowledge.
edit: links
The way I get the most out of it is to pause the video after you outline the project spec, implement the whole thing in my own (bad) way and then watch to see how you do it.
It's very much something that I wish I had more time to spend on, so progress is slow at times, but we'll get there :)
Install: https://itunes.apple.com/us/app/sensorama/id1159788831?mt=8
Read code: https://github.com/wkoszek/sensorama-ios (main repo)
Going to give a talk on it: https://github.com/wkoszek/talks/tree/master/svmobiledev2016
Opinions would be welcome.
It's also a front in case people want to get in contact for general data scraping or ML needs that I can help with, but the main app is the platform for training data.
I don't have a name for it, which is why it's running with a Heroku url, so suggestions are welcome!
First was a naive Python version. Test every circle against every other circle for collision, O(N^2). This way I managed only 200 circles on my playing field. I wanted to see how much faster it would be rewritten in C. That got me to 1500 circles.
Now obviously the way I was checking for collisions is silly, some kind of subdivision of space is required to avoid having to check everything against everything. I split the playing field into a grid, and only test collisions between circles in nearby grid cells. That got me to 3000 circles running in Python.
Next I want to write that in C as well, to see how fast it would go.
Finding humor's tough! I've read some papers on finding humor in reviews, e.g. https://cs224d.stanford.edu/reports/OliveiraLuke.pdf. That's been helpful. It'd be great if I could use the Yelp review set for finding humor as they did but the humor doesn't translate between data sets. Mostly it's still manual curation, which is ok too.
I know it's probably been done before, but the goal of the project is to familiarize myself with parsers, multithreading, making a C++ project in general, and the newer features of C++11/C++14.
Also reading/thinking about ideas at the heart of theoretical physics and machine learning. In particular, I've spent the last several months in trying to understand the following two papers in increasing levels of depth
Our previous one was A-Painter, a kind of tilt brush in a browser (https://blog.mozvr.com/a-painter/). Having lots of fun doing this stuff :)
URL: http://blogenhancement.com
Right now were in pre-launch mode (collecting emails of interested bloggers) and are launching all the listed features in about 35 days. This is an add-on to our core community and discussion platform Snapzu (similar to reddit/HN), which has been around for a few years.
https://github.com/Foxboron/iii
https://github.com/Foxboron/wii
iii is an reimplementation of ii (http://tools.suckless.org/ii/) with TLS support and a few misc features.
Currently adding small tools over it to make an IRC client. The plan is to have iii as the client, wii as the web-protocol-client and then write tii as a terminal app which can either communicate with wii or iii directly.
It's a neat project to learn go and write small simple programs that come together.
The end goal is to also try stream some development and see how that goes. I really enjoy it so far.
I'm making super short daily screencasts now called ProgrammingTIL (~1-8 minutes), currently covering React, WebGL, ImmutableJS, Algorithms (CLRS), and Webpack.
So far, I've done ~40 new videos. You can check them out here:
http://www.youtube.com/iamdavidwparker
I'm slowly building out an email list here:
https://www.programmingtil.com/
Eventually, I'd like to sell some full courses for complete projects as well- not just teaching different small things.
Edi: added quantity of videos, grammar.
It's a batch file that creates project directories, calls a makefile that builds the thing, and then copies the dlls to the build path. Ugly, and probably wrong in any number of ways I'm unaware of, but it works. Once i'm happy with this, I'm planning to get some basic games cloned in C++ and Unity, using it to generate projects.
Also cloning HN in Hack, but don't expect to see that anytime soon, since I can't find anywhere to host it.
Quite enjoying reworking it, once it's in a usable state I'll be putting it up on Github and posting a link here. I'm sure there's _lots_ I'm getting wrong, but I'm definitely enjoying the process.
Still, it's fun and I'm looking forward to trying this year's adventofcode.com in elixir :)
It is always interesting to get some "DIY XYZ project using Arduino" and try to make it into commercial grade product.
I'm also currently working on a web version of Marcus Aurelius "Meditations", mainly because I wanted a way to just randomly show single chapters. https://github.com/ShaneKilkelly/marc
It's been fun so far, especially the process of choosing a freely-available translation, cleaning it up and so forth.
https://github.com/Stanko/react-redux-webpack2-boilerplate It includes minimal but complete set of features to get React/Redux app going.
I plan to keep it up to date, as a starting point for my personal stuff, as well as our company's projects
I started working on it in parallel with my OSS business https://goreplay.org because Github literally does not give you any KPI's. The number of stars, won't tell you anything.
There is so many data generated by open source projects, and if used properly it can give you a huge bonus.
Did not launch yet, but some cool stuff coming soon :)
The core gameplay loop is making choices for your build and the ai playing out a few missions/maps at faster than human speed. After the ai's done, you make some more choices with the new loot and experience.
Basically, Football Manager for Path of Exile.
Right now I've got the combat system, DamageMods, StatMods, and status effects.
Now I'm cleaning it up a bit to allow to easily switch from courses and considering making it into an app. I also want to make a couple of tweaks to the SR algorithm, but it works great already for my needs.
When I was in high school I started a coding club because I really really wanted the environment and culture I found on Hacker News, but in person.
That club had such a profound effect on me, I wanted to make it easier for other high schoolers to create communities of hackers. Hence, I started working on Hack Club :-).
https://www.khanacademy.org/computer-programming/papercut-2d...
Anyway, I made a little job board https://wehire.io/ Nothing fancy, but fun to build.
Right now I am in closed beta working on some on cleaning up the interface and also planning on giveapenny.co business app that will help business bank more easily.
Climate provides a huge number of command line options for developers to automate their Linux system. Learnt a lot about shell script and various unix tools.
It's pretty neat what a simulation of physically-based lighting enables you to do in terms of lighting and visual phenomena. Needs fast hardware but we're getting there!
It's implemented in Vulkan and Rust.
I'm very interested in seeing how Rust evolves as a video game design language. It's certainly shaping up as a language for building servers.
There general tooling of Rust is really nice. Much less so about Vulkan: It has a very limited compiler ecosystem with few optimizers and in general programming GLSL shaders in Vulkan is error prone, hard to debug and you'll be doing a lot of manual loop unrolling.