Tags: Algorithms, Image retargeting
I came up with a neat way to retarget images using a mesh that is transformed by rotating and doing an ortographic (non-perspective) projection. This is generally quite interesting since it can be done using a mesh and simple transformations and so can be done almost completely on the GPU. Even using a mesh can [...]
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Tags: Tag cloud, Tagging, Wordpress
The original way how Wordpress sizes the tags in the tag cloud is a bit bad: if you have one tag that is used a lot, e.g. for every post, it makes all other tags too small to have any variance when compared to other less popular tags. I changed the way Wordpress determines the size, get the patch here. It is also possible to define your own scaling algorithm, see the patch for more information.
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Tags: C, GCC, OpenGL
I stumbled upon weird behavior of OpenGL: I was setting material properties with glMaterialfv and for some reason this did not change the parameters if done multiple times in succession. I.e. when I drew two versions of the same object on the screen side by side with different material parameters, they both looked the same.
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Tags: Video games, Word cloud, Wordle
Here’s a superficial analysis on game titles. I have used Wordle to generate a word cloud from lists of recurring phrases in game titles.
What the word clouds show are very generic words like “space” or “super”, the number two (a game series is more likely to be two than three games long) and multiple word phrases which usually are popular game series, or games with many expansion packs. It is interesting that the generic words tend to be the same across 30 years — all generations of gamers seem to prefer dragons. Another point of interest is that a phrase from a 1980s game title is much less likely an established brand as it most likely is in the 1990s. Also, in the 1990s is became common that a game title has the release year attached to it, since EA et al started to churn out minor updates to their sports games as brand new releases.
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