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	<title>Luna-Canis</title>
	<link>http://luna-canis.com/Main</link>
	<description>Code and Algorithms for Fractal Modelling and Animation</description>
	<lastBuildDate>Fri, 03 Sep 2010 12:13:42 +0000</lastBuildDate>
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	<item>
		<title>Hello world!</title>
		<description>Welcome to WordPress. This is your first post. Edit or delete it, then start blogging! </description>
		<link>http://luna-canis.com/Main/?p=1</link>
			</item>
	<item>
		<title>Animated Stalks</title>
		<description>This is an implementation of Clifford Pickover's 'Epsilon Cross' method. Each time your point iterates, if it falls within a cross shape, it either gets colored white or black. I added a bunch of effects on top such as supersampling in space and time, finding ways to autodetect how large ...</description>
		<link>http://luna-canis.com/Main/?p=3</link>
			</item>
	<item>
		<title>Anim 1.0</title>
		<description>The *first* fractal animation done with Spa. All the operators are tile based. It was fun to get working, but the next obvious step will be to get the SIMD engine working. This is for two reasons:

	SIMD scales better with complexity
	Need the ability to do different things like flow control, ...</description>
		<link>http://luna-canis.com/Main/?p=13</link>
			</item>
	<item>
		<title>Coding again</title>
		<description>Going to FINALLY start coding again. Just finished spiderman 3, ordered NEW GEAR, all new mac stuff to finally replace this poor Dell computer that I think I bought sometime in 2000 or so. 7 years old, I'm glad it made it this far. The Mac stuff should arrive within ...</description>
		<link>http://luna-canis.com/Main/?p=14</link>
			</item>
	<item>
		<title>Write .asm</title>
		<description>Today, we try getting the source to dump assembly code, which will be a monumental step for the shading language. We may begin rendering by the end of the week.Trying to think about a strategy for doing temp variables for evaluating expressions. There should be a recursive virtual function, (re-implemented ...</description>
		<link>http://luna-canis.com/Main/?p=15</link>
			</item>
	<item>
		<title>Forgotten assembly code</title>
		<description>Got so much working today. The proof of concept for the recursive expressions calculating their own temp variables and creating assembly code WORKS. Unbelieveable.I glossed over the extremely simple case: straight variable assignments, no expressions. Lets enumerate the different variable assignments to get things straight...

vector = vector
scalar = scalar
vector[i] = ...</description>
		<link>http://luna-canis.com/Main/?p=16</link>
			</item>
	<item>
		<title>Devl on new Mac Pro</title>
		<description>Its pathetic when Apple can make hardware to run windows XP better than any PC manufacturer. The hardware hooks up perfectly, wireless runs, putting it together was great. Looking foreward to splitting up the SIMD virtual machine execution to the seperate Intel cores. 4 Threads!! We'll see.

For now, I spent ...</description>
		<link>http://luna-canis.com/Main/?p=17</link>
			</item>
	<item>
		<title>Grammar devl</title>
		<description>Got the entire test script (test6.shd) to compile and produce good object code. Of course, it doesn't work, so I'm finding I need to also be implementing debugging commands as well. Starting with our old friend printf. But this also points out something I forgot in the grammar definition. I ...</description>
		<link>http://luna-canis.com/Main/?p=18</link>
			</item>
	<item>
		<title>Expression Statements</title>
		<description>Implementing was a bit tricky. I required some grammar debugging, and some research into how Spirit grammars work. I forgot that actions tied to rules get executed as soon as they're matched, so I was chasing some ghost bugs for a while. I also forgot about the role of errors ...</description>
		<link>http://luna-canis.com/Main/?p=19</link>
			</item>
	<item>
		<title>Grid allocation problems</title>
		<description>Stuck on a coredump. Its causing me to re-inspect the grid/shader/shader instance loading/linking procedure. Its not immediately clear how the grid planes and the shader symbol table sync together.In the simd operator, I made an assumption about the number of planes that existed, which is ridiculous. I just made the ...</description>
		<link>http://luna-canis.com/Main/?p=20</link>
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