Github isn't suckless. Ask the 2f30 guys to give you access to their cgit page. Since you contributed to their programs before and is writing new ones following their philosophy, I'm sure they would let you in.
Lots of personal projects from people who follow those ideas here: http://git.2f30.org/
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Anonymous2015-05-11 2:13
i wish i was good at graphics programming..
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Anonymous2015-05-11 2:59
>>1 That was beautiful. Would you mind if I stalked your github account?
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Anonymous2015-05-11 12:40
COOLIO! Write a small post explaining a bit about it. PLs.Z
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Anonymous2015-05-11 13:04
>>5 It's a single .c file with less than 350 lines Just read it
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Anonymous2015-05-11 13:33
Your wallpaper is disgusting, though.
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Anonymous2015-05-11 13:36
>>1 It runs too slow on my laptop, is there an easy way to lower quality and higher rendering time? Also, there seems to be some magic numbers on the code. What is the suckless philosophy when it comes to magic numbers? #define them? Comment explaining them? Just use magic numbers and don't give a damn? What is it?
Why not call it just shadertoy? It's not like there's anything with the same name out there. sshadertoy may be confusing at a fast glance. Not all suckless projects start with an "s" for "simple". Don't restrain yourself too much following every little thing, suigin.
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Anonymous2015-05-11 13:46
Don't forget to use static code analysers to ensure your program is solid.
Check out astrée, sparse, splint, etc.
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Anonymous2015-05-11 15:34
>>1 uuuuuuuuuuuuu you made another video!~~☆ I can't wait to see more.
So it needs an annotation to deduce that a particular pointer might be NULL! And if you forget the annotation, then that "splint" shit will miss your error! What's the point of a static analyzer if it fails when the programmer forgets an annotation?
Yeah, I'll be adding a command line switch soon that will render to a down-sampled off-screen texture renderbuffer, then upscale to fullscreen resolution. It'll also support super-sampling.
magic numbers
I don't think they're magic if you understand POSIX, X and OpenGL.
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Anonymous2015-05-12 2:52
>>9 Yes, this bothers me too. I don't want to call it `shadertoy' as the people at ShaderToy.com are planning on releasing a bloated offline client of their own at some poiont. I was going to call it xshadertoy but changed it to sshadertoy at the last minute. Currently thinking about renameing it to `glsltoy'. I'm open to suggestions.
>>10 I'll try running it through clang's static analyzer later, but I don't expect much except false positives though.
Heads up, I've renamed the project sstoy and moved the repository to https://github.com/suiginsoft/sstoy for now. The old repo has a redirect to the new one for any stragglers.
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Anonymous2015-05-14 4:22
>>25 Use scrot to capture a frame with the wallpaper in the video, then use iqdb.org
Took a look at glxgears, it's 499 lines of code, and if you strip out all of the extra descriptive comments, it's still 450 lines.
Meanwhile, sstoy is 395 lines of code including both sstoy.c and config.h.
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Anonymous2015-05-14 5:42
>>30 And that's an older version of glxgears on freebsd, the more recent up to date versions are around 1000 lines of code. The OpenGL ES 2.0 version of glxgears is over 1300 lines of code.
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Anonymous2015-05-14 13:32
>>28 Why don't you get access to 2f30's git? Github is shit.
>>32 What's shit about it? You can push to it. You can pull from it. When OP goes away for his loli collection it will still be there when he gets back.
Do you have any criticism other than bikeshedding?
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Anonymous2015-05-16 3:59
>>37 The required email address for an account. But that's your problem, not mine, since I have no such account.
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Anonymous2015-05-16 7:40
>>38 That's why you use an anonymous email service in conjunction with vpn.
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Anonymous2015-05-16 7:42
>>38 That's why you use an anonymous email service in conjunction with vpn.