ExtremaCompression is a low-loss compression method for audio.
Unlike MP3, OGG and other common standards the results still vary widely proptional to frequency.
Higher frequency oscillations will be encoded with minimal loss, but also minimal compression, while low frequencies will compress very small but the quality may deviate from the original product.
Lorentz Factors Adopted by Poincaré and Einstein in 1905 the Lorentz factor is a measure of how much measurements of time, length, and related properties change while matter/observer is moving. It measures the difference in time-space scales measured from two frames of reference (moving and rest) at relativistic speeds.We can calculate this factor as such: […]
Horizontal Bar 1 Choose your bars’ colors: Colour 1 Colour 2 Colour 3 Horizontal Bar 2 Circle Count: Circle Count Outline Thickness: Outline Thickness Choose your bars’ colors: Fill Start Fill End Outline Start Outline End Upcoming Here are a few more designs I’m working on but haven’t yet finished or made the form. I’ll […]
I needed a nice user interface to allow me to share some synthesisers and audio programming work.The forms update dynamically and were originally designed to post directly to one or more Wave Display instances, however it obviously has many more applications.Sliders can be set with a custom range and unit, and their associated label will […]
This is a collaborative world developer, the front end for our game’s planning process.
Here we can see the entire distribution of terrain to make sure everything makes sense.
By clicking any tile it takes us to another page with a variety of options; we can open the corresponding map in the map maker, change the terrain type and tileset, mark the map to be procedurally generated at playtime (which is the default) or to asynchronously append a note for all other developers to read.
Introduction Here I’ve written and uploaded a great deal of untyped Lambda Calculus functions, and will continue to expand upon them quite regularly. I’d like to try and get deep enough into the arithmetic of integers to be to be able to perform some introductory geometry, but I hope to take it much much further. […]
Here is a functional, tail-recursive implementation of a simple Particle Swarm Optimiser PSO routines are ideal for tuning the numerical variables of a given function so long as some means can be given for quantifying proximity to the desired solution. Returns a function that accelerates X towards P proportional to their distance*S and moves X […]