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A music discovery app for record diggers.

It’s an instagram style UI but for scrolling through record releases and snippets, worked on making it responsive as possible with low latency audio playback so you can browse a lot of stuff quickly.

Wrote about it on my blog: https://www.polymonster.co.uk/blog/diig

And GitHub repo: https://github.com/polymonster/diig


https://github.com/polymonster/diig

A music digging app for record collectors, with instagram style feed for listening to new vinyl snippets


I’m using this json like data format.. supporting json and json5 plus a few more features, including comments https://github.com/polymonster/jsn


Refactoring is life


Command + double click a search item in spotlight to open the containing folder in finder.


Cmd + Enter opens the containing folder too - no clicking required!


neat, just pressing cmd while a search item is focused gives you a little path preview popup as well. something i want often enough to be slightly annoyed but not often enough to have wanted to seek out specifically before. =)


Press Cmd to reveal the path


Looks really nice, the widgets are great and run well on my phone. Is it a real time ray tracer doing the rendering? Still amazes me these days what’s possible in browsers or on a phone.


> Is it a real time ray tracer doing the rendering?

With these shapes, this can be solved analytically with the equations shown. If this was raytracing, you'd need a lot of rays for such a clean image.


> Still amazes me these days what’s possible in browsers or on a phone

I'm more amazed at the author, it doesn't even kick in the fans on my old MBP 2013! And even then, this is the least praise-worthy feature of the explorable explanation! I find the whole thing quite mindblowing. Congrats to the author.


I have not checked the source, but I would guess that the lighting is pre-baked into textures, which are then simply blended with the sliders.


I live in London, it is expensive for sure.. I have seen some pretty ridiculous flats for around the same cost as the one in the article, one with a shower cubicle in the bedroom comes to mind... not quite as bad as toilet but still you don’t want a wet bedroom.

Some of the landlords are just taking the piss, there are much better places for better value in decent areas just don’t get tricked by the snakey estate agents like foxtons and look around you can find reasonably good value..


I wanted to share my c++ maths library have been adding to for quite a long time now, There are lot of other available maths libraries but I have enjoyed developing and maintaining this over the years since.

As a graphics programmer it has been a good learning experience to implement my own maths library from scratch because linear algebra is such an integral part of my job, I also learned a lot about template programming to implement the types and also the vector swizzles.

A lot of other available maths libraries provide matrix, quaternion and vectors.. but not as many provide a vast collection of geometric intersection and overlap tests as my library does.

Additionally other maths libraries may be SIMD implementations, this library is all scalar and that is my intention all along. I favour the portability and simplicity of the scalar implementation.. I do like SIMD for sure but find that code can be optimised to much greater effect by writing entire algorithms in SIMD and not relying on the underlying vector / matrix SIMD implementation.. this is due to often a large number of horizontal operations may be necessary in certain algorithms.

This may be a bit dated now, but my experience with SIMD vector implementations on PowerPC were very inefficient because of general use games / graphics code often wants to access and set single vector elements and get them into floats and it would cause load hit stores and massive performance penalties, so then you require the scalar float in vec type and add all that additional complexity.

Anyway.. I hope people might find this useful if you are looking for a simple c++ maths library packed with great features for graphics and games :)


This project came about because we were using json a lot for it’s for simplicity and also widespread support in languages and tools we were using.

We started hand editing a lot and making more mistakes, but we have a lot of code generated json from build pipelines and use json with a number of different libraries in different tools already so didn’t really want to switch to yaml or toml.

Jsn is not meant to replace json, we are still using json a lot natively, we just can write config files more easily and jsn spits out fully compliant json for you, or you can use a python dict the same as json.

Jsn does not have a serializer, once it has been parsed it is json.


JSON to YAML is super easy, and back too. That's what we do here. YAML+comments is generated by humans, conver to JSON, merged with JSON made by machines into final JSON configs used by loads of apps. And dumping the whole thing, or parts back out to YAML is trivial.


Yeah, in hindsight maybe we could just switch to YAML but it does have quite a lot more syntax.

Jsn started as a python function which removed comments and fixed trailing commas. YAML does not come bundled with python and is an external dependency..

I suppose looking at it now jsn grew to a point where using something else in the first place would have been less work :)


Thank you for acknowledging that YAML could have been an alternative choice. But don't let such alternatives stop you from hacking your own solution or scratching your itch. If every person on the earth, stopped developing their own solution because there is an alternative that works with limitations we will see no progress in technology. It is good to develop your solution and then come to the conclusion that there is a better alternative than not having tried at all.


Does Jsn provide extra features over Jsonnet or Cuelang?


I suppose not. Jsn has some unique features that have just developed over time, starting as json with comments and no need for quotes.

Jsonnet looks pretty comprehensive and I did not know about it!


I will take a look into it, if people think it would be useful it might be a nice feature to add. I haven’t really used webgl myself so not sure on the difference between that and GLSL version 330. I drew a line at GLSL 330 / Shader Model 3 for now because it makes graphics API backends easier to implement and more consistent.. Keep an eye on the repo in future :)


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