Explore >> Select a destination


You are here

3.14.by
| | hackaday.io
5.8 parsecs away

Travel
| | Modular 8-bit computer system based on the WDC 65C02 and a mix of modern hardware.
| | denilson.sa.nom.br
5.5 parsecs away

Travel
| | Almost 4 years later, I started using AVR microcontrollers again. However, today it is difficult to find a computer that has a _parallel port_, and thus I needed to revisit this topic of AVR programmers. And I end up building (and buying) the USBasp programmer.
| | www.blog.montgomerie.net
5.4 parsecs away

Travel
| | In this series of posts, I'm going to (attempt to?...) make a Dual Shock to Switch controller adapter. It will plug into the Switch Dock's USB port. In doing this, I hope I'll learn about how USB works - something I've vaguely wondered about for at least twenty years - and have some fun doing low-level microcontroller programming. I'm also looking forward to stretching my writing muscles documenting the project here. Maybe you can learn along with me?
| | logins.github.io
30.6 parsecs away

Travel
| Compute Shaders in D3D12 Why Talking About Compute Shaders Direct Compute has been part of DirectX since version 10. Its usages are multiple, but in general we can use the compute pipeline whenever we want to calculate something without the need of a rasterizer. This ability to generically adapt to any type of calculus makes the compute pipeline really useful in many areas, not only for real-time applications, but also for many science-related computations. In science, every operation that involves the word "GPGPU" (General Purpose GPU) has some kind of compute shader usage in it: high performance computing, physics simulations, classification, image processing are just to scratch the surface among the multitude of use cases. In a game engine, compute shader...