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#graphicsprogramming

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mort<p>Hey <a href="https://floss.social/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> and <a href="https://floss.social/tags/graphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphics</span></a> people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la <a href="https://floss.social/tags/RenderDoc" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RenderDoc</span></a> but that works on <a href="https://floss.social/tags/Wayland" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Wayland</span></a> or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my <a href="https://floss.social/tags/Linux" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Linux</span></a> desktop and log in to <a href="https://floss.social/tags/X11" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>X11</span></a>, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... <a href="https://floss.social/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://floss.social/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://floss.social/tags/macdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>macdev</span></a></p>
Sos Sosowski<p>In standard C, without architecutre-dependent intrinsics, what is the most performant way of unpacking a 32-bit 8-bpp RGBA value into a 64-bit 16-bpp RGBA value? I need something that will CLEARLY compile into a SIMD instruction, but in standard C.</p><p><a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://mastodon.gamedev.place/tags/cprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a></p>
Matthijs De Smedt<p>I published the source for my simple software rasterizer written in Rust here: <a href="https://github.com/mdesmedt/swraster-viewer" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/mdesmedt/swraster-v</span><span class="invisible">iewer</span></a></p><p>It's far from perfect, and I haven't even done any performance analysis on it, but I'm happy with releasing it in this initial state. Maybe I'll get to adding texturing support to it at some point as that would be fun.</p><p><a href="https://metalhead.club/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://metalhead.club/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://metalhead.club/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a></p>
Danylo Hoshko<p>Just added a new combined view mode that combines texture details with lighting info.</p><p>This makes inspecting surface interaction way more intuitive. 🔧💡</p><p><a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/3D" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3D</span></a> <a href="https://mastodon.gamedev.place/tags/Rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Rendering</span></a> <a href="https://mastodon.gamedev.place/tags/TechArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TechArt</span></a> <a href="https://mastodon.gamedev.place/tags/Shaders" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Shaders</span></a> <a href="https://mastodon.gamedev.place/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a> <a href="https://mastodon.gamedev.place/tags/IndieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>IndieDev</span></a></p>
Ibrahim El Hindawi<p>Just rendered my first Vulkan triangle in raw x86-64 Assembly.<br>No C, no C++, no Rust.<br>Pure MASM64. Pure pain. Pure control.<br>This is what it means to go full bare metal.<br>More to come. ⚙️🔥<br><a href="https://github.com/IbrahimHindawi/masm64-vulkan" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/IbrahimHindawi/masm</span><span class="invisible">64-vulkan</span></a></p><p><a href="https://mastodon.gamedev.place/tags/Vulkan" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vulkan</span></a> <a href="https://mastodon.gamedev.place/tags/AssemblyLanguage" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AssemblyLanguage</span></a> <a href="https://mastodon.gamedev.place/tags/MASM64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MASM64</span></a> <a href="https://mastodon.gamedev.place/tags/Assembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Assembly</span></a> <a href="https://mastodon.gamedev.place/tags/BareMetal" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>BareMetal</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a> <a href="https://mastodon.gamedev.place/tags/HandmadeHero" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HandmadeHero</span></a> <a href="https://mastodon.gamedev.place/tags/LowLevelDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LowLevelDev</span></a> <a href="https://mastodon.gamedev.place/tags/x64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>x64</span></a> <a href="https://mastodon.gamedev.place/tags/OpenGLWho" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGLWho</span></a> <a href="https://mastodon.gamedev.place/tags/TriangleOfVictory" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TriangleOfVictory</span></a></p>
Ibrahim El Hindawi<p>Vulkan and Win32 APIs ready.<br>Time to mov some data 🔥 <br><a href="https://mastodon.gamedev.place/tags/Vulkan" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vulkan</span></a> <a href="https://mastodon.gamedev.place/tags/Assembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Assembly</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/EngineDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>EngineDev</span></a> <a href="https://mastodon.gamedev.place/tags/Debugging" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Debugging</span></a> <a href="https://mastodon.gamedev.place/tags/Handmade" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Handmade</span></a> <a href="https://mastodon.gamedev.place/tags/LowLevel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LowLevel</span></a> <a href="https://mastodon.gamedev.place/tags/masm64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>masm64</span></a> <a href="https://mastodon.gamedev.place/tags/gametech" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gametech</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/vulkanengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vulkanengine</span></a></p>
Ibrahim El Hindawi<p>Just added Vulkan validation layers and debug callbacks to my assembly-based engine! Catching issues before they crash—because debugging raw x64 is fun, but not that fun.<br><a href="https://mastodon.gamedev.place/tags/Vulkan" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Vulkan</span></a> <a href="https://mastodon.gamedev.place/tags/Assembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Assembly</span></a> <a href="https://mastodon.gamedev.place/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.gamedev.place/tags/EngineDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>EngineDev</span></a> <a href="https://mastodon.gamedev.place/tags/Debugging" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Debugging</span></a> <a href="https://mastodon.gamedev.place/tags/Handmade" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Handmade</span></a> <a href="https://mastodon.gamedev.place/tags/LowLevel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LowLevel</span></a> <a href="https://mastodon.gamedev.place/tags/masm64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>masm64</span></a> <a href="https://mastodon.gamedev.place/tags/gametech" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gametech</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/vulkanengine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vulkanengine</span></a></p>
Ibrahim El Hindawi<p>500 lines of pure x64 assembly.<br>Just to create a Vulkan instance.<br>No helpers. No C. No safety nets. Just raw MASM64 and the Vulkan headers.</p><p>This is what low-level graphics looks like when you go all the way down.<br>Next up: surface and device creation.</p><p><a href="https://github.com/IbrahimHindawi/masm64-vulkan" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/IbrahimHindawi/masm</span><span class="invisible">64-vulkan</span></a></p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/vulkan" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vulkan</span></a> <a href="https://mastodon.gamedev.place/tags/assembly" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>assembly</span></a> <a href="https://mastodon.gamedev.place/tags/asm" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>asm</span></a> <a href="https://mastodon.gamedev.place/tags/masm64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>masm64</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/lowlevel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>lowlevel</span></a> <a href="https://mastodon.gamedev.place/tags/handmade" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>handmade</span></a> <a href="https://mastodon.gamedev.place/tags/baremetal" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>baremetal</span></a> <a href="https://mastodon.gamedev.place/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.gamedev.place/tags/shaderdev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shaderdev</span></a> <a href="https://mastodon.gamedev.place/tags/programming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>programming</span></a> <a href="https://mastodon.gamedev.place/tags/devlog" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>devlog</span></a> <a href="https://mastodon.gamedev.place/tags/indiedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indiedev</span></a> <a href="https://mastodon.gamedev.place/tags/reverseengineering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>reverseengineering</span></a></p>
narutotheboss<p>Just implemented a flythrough camera in my 3D engine using OpenGL!<br>Wrote a blog breaking down how I handled camera movement, texture mapping, and coordinate transformations.</p><p>Check it out here: <a href="https://kshitijaucharmal.github.io/blog/scenewithcamera/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">kshitijaucharmal.github.io/blo</span><span class="invisible">g/scenewithcamera/</span></a></p><p><a href="https://mastodon.social/tags/OpenGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>OpenGL</span></a> <a href="https://mastodon.social/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://mastodon.social/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a></p>
Jérémy Fa<p>I've set up a Github repository to build Google ANGLE binaries for Mac (Metal), iOS (Metal) and Windows (D3D11) automatically.</p><p>These are going to be used with my engine Ceramic (using GLES3 for rendering), but other engine or game developers might be interested too ⬇️</p><p><a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> </p><p><a href="https://github.com/jeremyfa/build-angle" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/jeremyfa/build-angl</span><span class="invisible">e</span></a></p>
vinnie<p>Is it possible to make a bullet hell on a fragment shader?</p><p><a href="https://mastodon.gamedev.place/tags/bullethell" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>bullethell</span></a> <a href="https://mastodon.gamedev.place/tags/graphicsprogramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsprogramming</span></a> <a href="https://mastodon.gamedev.place/tags/shaders" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shaders</span></a> <a href="https://mastodon.gamedev.place/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
Karsten Schmidt<p><a href="https://mastodon.thi.ng/tags/HowToThing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HowToThing</span></a> #026 — Shader meta-programming techniques (functional composition, higher-order functions, compile-time evaluation, dynamic code generation etc.) to generate animated plots/graphs of 16 functions (incl. dynamic grid layout generation) within a single WebGL fragment shader.</p><p>Today's key packages:</p><p>- <a href="https://thi.ng/shader-ast" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">thi.ng/shader-ast</span><span class="invisible"></span></a>: DSL to write (fully type-checked) shaders directly in TypeScript and later compile them to GLSL, JS (and other target languages, i.e. there's partial support for Houdini VEX and [very] early stage WGSL...)<br>- <a href="https://thi.ng/shader-ast-stdlib" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">thi.ng/shader-ast-stdlib</span><span class="invisible"></span></a>: Collection of ~220 re-usable shader functions &amp; configurable building blocks (incl. SDFs primitives/ops, raymarching, lighting, matrix ops, etc.)<br>- <a href="https://thi.ng/webgl-shadertoy" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">thi.ng/webgl-shadertoy</span><span class="invisible"></span></a>: Minimal scaffolding for experimenting with fragment shaders (supports both normal GLSL or shader-ast flavors/compilation)</p><p>If you're new to the Shader-AST approach (highly likely!), this example will again introduce a lot of new concepts, hopefully in digestible manner! Please also always consult the package readmes (and other linked examples) for more background info... There're numerous benefits to this approach (incl. targetting different target langs and compositional &amp; optimization aspects which are impossible to achieve (at least not elegantly) via just string concatenation/interpolation of shader code, as is much more commonplace...)</p><p>This example comes fresh off the back of yesterday's new easing function additions (by <span class="h-card" translate="no"><a href="https://mastodon.world/@Yura" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>Yura</span></a></span>), though we're only showing a subset here...</p><p>Demo:<br><a href="https://demo.thi.ng/umbrella/shader-ast-easings/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">demo.thi.ng/umbrella/shader-as</span><span class="invisible">t-easings/</span></a><br>(Check the console to view the generated GLSL shader)</p><p>Source code:<br><a href="https://github.com/thi-ng/umbrella/tree/develop/examples/shader-ast-easings/src/index.ts" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/thi-ng/umbrella/tre</span><span class="invisible">e/develop/examples/shader-ast-easings/src/index.ts</span></a></p><p>If you have any questions about this topic or the packages used here, please reply in thread or use the discussion forum (or issue tracker):</p><p>github.com/thi-ng/umbrella/discussions</p><p><a href="https://mastodon.thi.ng/tags/ThingUmbrella" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ThingUmbrella</span></a> <a href="https://mastodon.thi.ng/tags/WebGL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WebGL</span></a> <a href="https://mastodon.thi.ng/tags/Shader" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Shader</span></a> <a href="https://mastodon.thi.ng/tags/GLSL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GLSL</span></a> <a href="https://mastodon.thi.ng/tags/FunctionalProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>FunctionalProgramming</span></a> <a href="https://mastodon.thi.ng/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a> <a href="https://mastodon.thi.ng/tags/Plot" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Plot</span></a> <a href="https://mastodon.thi.ng/tags/CodeGeneration" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CodeGeneration</span></a> <a href="https://mastodon.thi.ng/tags/DSL" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>DSL</span></a> <a href="https://mastodon.thi.ng/tags/TypeScript" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TypeScript</span></a> <a href="https://mastodon.thi.ng/tags/JavaScript" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>JavaScript</span></a> <a href="https://mastodon.thi.ng/tags/Tutorial" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Tutorial</span></a></p>
Beatrix<p>Mesh loading implemented :3</p><p><a href="https://mastodon.gamedev.place/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.gamedev.place/tags/GraphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GraphicsProgramming</span></a></p>
Brad Lazaruk :verified_coffee:<p><a href="https://universeodon.com/tags/introduction" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>introduction</span></a> (2/2)<br>I'm also a <a href="https://universeodon.com/tags/UniversityOfLondon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UniversityOfLondon</span></a> <a href="https://universeodon.com/tags/tutor" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>tutor</span></a> in <a href="https://universeodon.com/tags/computerScienceEducation" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computerScienceEducation</span></a>, working on <a href="https://universeodon.com/tags/graphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsProgramming</span></a> in <a href="https://universeodon.com/tags/JavaScript" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>JavaScript</span></a> &amp; <a href="https://universeodon.com/tags/ObjectOrientedProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ObjectOrientedProgramming</span></a> in <a href="https://universeodon.com/tags/cplusplus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cplusplus</span></a>. My preferred language is <a href="https://universeodon.com/tags/python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>python</span></a> which I'm using as a student in <a href="https://universeodon.com/tags/artificialIntelligence" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>artificialIntelligence</span></a>, <a href="https://universeodon.com/tags/machineLearning" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>machineLearning</span></a>, and <a href="https://universeodon.com/tags/naturalLanguageProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>naturalLanguageProgramming</span></a>.</p><p>Current and past <a href="https://universeodon.com/tags/cats" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cats</span></a> will be available on <a href="https://universeodon.com/tags/caturday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>caturday</span></a>.</p><p>As a life-long <a href="https://universeodon.com/tags/GenX" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GenX</span></a> aged person I'm addicted to <a href="https://universeodon.com/tags/PearlJam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PearlJam</span></a>, <a href="https://universeodon.com/tags/TheCure" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TheCure</span></a>, <a href="https://universeodon.com/tags/REM" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>REM</span></a>, and of course <a href="https://universeodon.com/tags/LeonardCohen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LeonardCohen</span></a>.</p><p><a href="https://universeodon.com/tags/TeamOxfordComma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TeamOxfordComma</span></a></p>
Brad Lazaruk :coffeev: :mstdneh: :CApride:<p><a href="https://mstdn.ca/tags/introduction" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>introduction</span></a> (2/2)<br>I'm also a <a href="https://mstdn.ca/tags/UniversityOfLondon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>UniversityOfLondon</span></a> <a href="https://mstdn.ca/tags/tutor" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>tutor</span></a> in <a href="https://mstdn.ca/tags/computerScienceEducation" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computerScienceEducation</span></a>, working on <a href="https://mstdn.ca/tags/graphicsProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>graphicsProgramming</span></a> in <a href="https://mstdn.ca/tags/JavaScript" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>JavaScript</span></a> &amp; <a href="https://mstdn.ca/tags/ObjectOrientedProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ObjectOrientedProgramming</span></a> in <a href="https://mstdn.ca/tags/cplusplus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cplusplus</span></a>. My preferred language is <a href="https://mstdn.ca/tags/python" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>python</span></a> which I'm using as a student in <a href="https://mstdn.ca/tags/artificialIntelligence" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>artificialIntelligence</span></a>, <a href="https://mstdn.ca/tags/machineLearning" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>machineLearning</span></a>, and <a href="https://mstdn.ca/tags/naturalLanguageProgramming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>naturalLanguageProgramming</span></a>.</p><p>My current and past <a href="https://mstdn.ca/tags/cats" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cats</span></a> will be on <a href="https://mstdn.ca/tags/caturday" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>caturday</span></a>.</p><p>As a life-long <a href="https://mstdn.ca/tags/GenX" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GenX</span></a> aged person I'm addicted to <a href="https://mstdn.ca/tags/PearlJam" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PearlJam</span></a>, <a href="https://mstdn.ca/tags/TheCure" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TheCure</span></a>, <a href="https://mstdn.ca/tags/REM" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>REM</span></a>, and of course <a href="https://mstdn.ca/tags/LeonardCohen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>LeonardCohen</span></a>.</p><p><a href="https://mstdn.ca/tags/TeamOxfordComma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>TeamOxfordComma</span></a></p>
Hal CanaryTime for a longer #introduction.