I gotta say I'm quite jealous of your dark skies and beautiful photography.
Also, how are you overcoming flexure and mirror flop with your setup!? I have troubles keeping a 6" stable for a minute with a reasonable mount. Do you have more info on your setup anywhere?
I agree, each topic in the game engine architecture book could be another book on its own. However, it does give a good introduction and briefly touches on most of the topics in this diagram https://i.imgur.com/SxydAoF.png
I'd prefer dual 1/4 threads on the bottom of the camera, then you could add the Arca Swiss dovetail and it wouldn't have the rotation issues. Also, the aesthetics and feel of the camera body wouldn't change.
Relevant section:
"Provided the reduced object lists, our next step is to construct all possible
triangles. From the list of n objects we can construct n(n − 1)(n − 2)/6
triangles. Those will be represented in so called "triangle space".
We need to choose a triangle representation that will let us find similar triangles,
that is to find corresponding object triplets being insensitive to translation,
rotation, scaling and flipping. A triangle in the triangle space
could be represented as a two-dimensional point (x, y) where
x = a/b, y = b/c.
a, b and c are the lengths of triangle sides in decreasing order. Similar triangles
will be located close to each other in the triangle space."
I'd love to know what the current advantages are over running asm.js? I understand that it will definitely be faster eventually, but if I have a project that uses asm.js today, would it make sense to run it with WebAssembly instead? (ignoring the fact that not all browsers support it)
One potential issue:
"If you have lots of back-and-forth between WebAssembly and JS (as you do with smaller tasks), then this overhead is noticeable."
As far as I'm aware, asm.js code does not have an issue with this, as it is just js code. Is this correct?
(edit: I should have mentioned that I'm primarily interested from an electron.js point of view at the moment, where Firefox asm.js optimizations are unavailable)
This reminds me a little bit of the IDA disassembler. There are moments where you might face production issues with external JS code and have no source maps available. A tree view to dissect what is going on would be useful in these situations.
These cars will likely have many sensors of different types at overlapping locations, its not likely to keep going if all are completely unusable.
But I wonder about the snow though. How does the car know where to go when there are no identifying lane features? Maybe its not as hard of a problem as I believe it to be?
Both Vue.js and React allow you render HTML on the server side. This helps get the first render out quickly where the browser can pick up the state and continue from there.
Has anyone tried taking the features that are learned at the various layers of a neural net and feeding them into something like this: https://news.ycombinator.com/item?id=12612246?
I imagine we would get some really interesting images back...
It's actually a lot of fun to write a script like the one they used. I highly recommend it if you have a dependency that is large and not split up into modules. I dabbled with converting Three.js into modules through a script a couple years ago, took only an afternoon to get it working initially.
I wish he would have designed it to be easier to remove ;)
A few of us adventurous armature astrophotography nerds have been trying to remove the bayer matrix off our DSLRs, without destroying the sensor, for a while now. It's unfortunate that there are so few options for true monochrome sensors.
Also, how are you overcoming flexure and mirror flop with your setup!? I have troubles keeping a 6" stable for a minute with a reasonable mount. Do you have more info on your setup anywhere?