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jonathanchang.org | ||
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frozenfractal.com
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| | | | | I didn't have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote: The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. [...] Many games do this and get away with it, but because I'm a perfectionist, I want my game to take place on an actual sphere. Today I'm going to write up in some detail why spheres are harder to work with. | |
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www.r-spatial.org
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| | | | | Spatial networks in R with sf and tidygraphLucas van der Meer, Robin Lovelace & Lorena AbadSeptember 26, 2019 | |
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freerangestats.info
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| | | | | I draw maps of the largest settlements closest to the north pole and to the south pole, based on an idea by 'Brilliant Maps'. | |
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mynameismjp.wordpress.com
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| | | A common part of most HDR rendering pipelines is some form of average luminance calculation. Typically it's used to implement Reinhard's method of image calibration, which is to map the geometric mean of luminance (log average) to some "key value". This, combined with some time-based adaptation, allows for a reasonable approximation of auto-exposure or human... | ||