DWorkSim – Deterministic Workflow Simulator

This application was created with the aim of generating an animated scene where the frames are always the same. Each frame is associated with a number, so it is possible to capture individual frames and compare them, to see if there are any differences if the frames were manipulated by a second application, such as remote connection software. Furthermore, the workflow is generated without excessive computational cost, so it can be used to calculate the performance of remote connection software, without excessive impact on the entire system.


DWorkSim v0.1

For now, there are just windows and text moved over the background. Some windows are rotated to test oriented rectangles along axis aligned rectangles. You can run the entire test or generate a single image with the frame id.

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TextureMind Framework – Progress #19 – ListViews, Menus and ComboBoxes

I recently focused my efforts on the development of some widgets for displaying lists of items, in particular: listviews, menus and combo boxes. Listviews are optimized to handle hundreds of thousands of items without causing the application to slow down too much. Listviews can be configured to draw colors corresponding to different events, such as when the mouse passes over an item, when it's clicked, selected or out of focus. It is possible to select a single item or a range of items by holding down the SHIFT key, or add or subtract a single item by holding down the CTRL key.

When one or more items are selected, an event is generated by a callback system. Another interesting innovation concerns the menus. I used listviews to implement an entire drop-down menu system with a rather classic setup. Menu boxes can be opened and closed in real time. When an item is clicked, it is then reported to the application via the same callback system used for the listviews. It should be remembered that this GUI is drawn inside the screen, so these widgets will never come out of the application window but they have to adapt dynamically to best fit the available space. After implementing the menu it was possible to implement combobox widgets as well. Once you click on the combobox, a drop-down menu will open and the click will change the selected item within the box, generating an event. As for the menus, also in this case the drop-down menus will best occupy the space available on the screen during the window resize. The positioning of the drop-down menu will also take into account any geometric transformation applied to the widget that is opening the menu, repositioning it in the best way.

So I can say that the GUI is almost finished. There are a couple of missing widgets but they are not so complicated to implement. I don't think I will create other videos about GUI updates because I will focus on other features. When completed, this GUI  will be used to create application and video games. The next step is to implement an editor to create GUI pages that can be used inside the applications.

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PC Breathless Demo #1

I'm glad to release the first demo of PC Breathless that you can try on your own PC desktop or laptop. The minimum requirements are Windows, GPU card and Vulkan libraries installed.

You can turn around your view with the mouse and set forward with the up/down cursors, eventually go up and down with the left / right mouse buttons.

This demo is not a great evolution of the demo already published on youtube. The big difference is in the clean up and the fact that you can safely run in your pc without issues (be sure to have vulkan libraries installed). If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated.

For now, you can see the third stage with no collision detection applied. In the future demos, I will apply an actual walk with collision detection, and the missing code to open the doors. As you can see, the graphics aspect is very simple without any lights applied, sky, characters or animated textures. That's because the 3D engine is still under development. As next step, I will introduce a new lighting system with PBR. I do not exclude that I will implement also a ray-tracing renderer in the future.

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Old framework’s GUI

This demo shows up the GUI system of my old project "Unrelated Framework". This GUI has been programmed from scratch and makes use of both via software and GPU rendering. In this case, the demo makes use of OpenGL for the rendering. The GUI implements the most important widgets, like buttons, text boxes, form windows, tab strips, list views and menus. In this demo, you can find a some window in a desktop background, with tabs and text boxes. You can minimize and maximize the windows, click on the option buttons, write some text and test the popup menu. The rotating images belong to deferred contexts which are drawn into drawables that are presented inside the GUI's windows.

Currently, I'm re-implementing all the GUI into my new project "TextureMind Framework", which is more advanced and accurate than in the past. For instance, in this demo the text is drawn with bitmap fonts precalculated inside one or more textures, while in the modern TextureMind framework all the fonts are automatically generated by the engine. In particular, the new framework can use both bitmap and outline fonts, if supported by the graphics device (currently, I'm working to implement path rendering and outline fonts in Vulkan). Another difference with the past is the material system: in the past, everything was made to be rendered with simple image patterns, while in the modern engine I have implemented a full and complex material system made by visual expression nodes and program shaders (where available). However, the old demo has been programmed 15 years ago, which is amazing considering the complessity of the features that I'm still trying to port in the modern framework.

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Frame rate adaptation with linear interpolation

When you create a game, you need to consider the target framerate of your application: it will affect the entire dynamic of the physics engine and all the choices that will make the game playable. However, given the big heterogeneity of modern graphics cards with different types of monitors, the target frame rate may not be available on all configurations. It's therefore necessary that the target frame rate is scaled adequately to make the graphics equally fluid and to not affect the gameplay dynamics.

The demo presents one of the existing solutions for solving this type of problem, based on the frame adaptation with linear interpolation for the trajectory correction. In practice, the application frame rate is the vsync frame rate, while the target frame rate is used to calculate deltaT. A linear interpolation of the trajectories is used to bridge the gap between the target frame rate and the vsync frame rate, generating frames that do not exist to reach the vsync frame rate. As consequence, the F1 option is smoother than the F2 option.

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Tetris solver V1.0

If you like tetris, you are going to enjoy this demo. Basically, it is a bot to solve tetris that I programmed many years ago. In this case, the only technique considered by the AI to put pieces into the line is the "hard drop", so horizonal movers and T.spin are not supported.

You can interact with the interface and decide to change the decision. If you keep the "space" key pressed, the AI will solve the tetris in your place, trying to not be defeated by the level complexity. You can also have fun trying to complicate the scenario, the AI will try to solve the level in the best way possible. This demo exists because in the past I wanted to implement a bot (like GemFinder) to automatically solve tetris games. Then, I was occupied with my current job and I abandoned it.

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Mandelbrot navigator

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Old isometric engine

This is an old demo that I created in the past during the development of an isometric engine for a PC porting of the snes game Equinox. The project was commissioned to me by a person that wanted to port this particular game to the pc world and then he abandoned it for lack of money. The graphics look very similar to the snes title, I remember that I did a pretty good job with the porting.

This demo was also part of an old framework to create video games that I developed in the past. The engine doesn't make use of 3D rendering or GPU, it's entirely via software. There was an original idea implemented to handle isometric occlusion with the simple blit algorithm, without implementing any variant (infact, the algorithm could work with simple BitBlt function call). As you can see, you can play only two rooms with collision detection, you can run, jump and hit enemies. Even if you have only two rooms, the engine was capable to handle the entire game. It's a shame that the project has been abandoned.

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TextureMind Framework – Progress #18 – AnsiC Parser

A new AnsiC parser was born inside TextureMind Framework. I'm programming this parser from scratch, starting to implement all the standard ISO C89 features. Most importantly, the parser is designed for being extended to any other language, formal and not formal, which is the main reason why I didn't use another existing and well proven parser, like CLang. Another reason is that the parser is designed for being light-weight and anchored to the framework's internal architecture.

I implemented all the main features and now the parser is able to parse a huge variety of AnsiC source codes. I was able to parse also the donut source code and to get the AST from it:

             k;double sin()
         ,cos();main(){float A=
       0,B=0,i,j,z[1760];char b[
 >i;i+=0.02){float c=sin(i),d=cos(j),e=
 h*e+f*g+5),l=cos      (i),m=cos(B),n=s\
in(B),t=c*h*g-f*        e;int x=40+30*D*
(l*h*m-t*n),y=            12+15*D*(l*h*n
+t*m),o=x+80*y,          N=8*((f*e-c*d*g
 )*m-c*d*e-f*g-l        *d*n);if(22>y&&

Pretty cool, isn't it? The source code has the shape of a donut and it can generate a rotating 3D donut in ascii characters. As you can see, it's not a conventional source code, it's packed and full of tricks to reduce the space, so it was a perfect test for my new parser. I was suprised to see that the parser was actually capable of parsing it, in a time of about 1.37 ms. That would be very cool to execute it now! I have in my plans to write an AST interpreter to manipulate the source code, to translate it into another language and to execute it. The AST structure can be used as well to feed a virtual machine with instructions (like LLVM) or for another compiler backend, like TinyC. The main goal is to use this parser for writing applications with a full access to the framework's functionalities.

Another goal is to implement a GLSL parser and manipulate the source code to integrate program shaders into my materials' system. It will be possible to copy & paste shaders from shadertoy into material nodes, to create super complex materials for 3D rendering.

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Future plans for TextureMind Framework and satellite projects

I'm very excited to announce all the future plans for TextureMind Framework. First of all, let me tell you that I'm focusing all my energy on the development of the framework. I continued to develop for months now, without stopping. I'm trying to keep it consistent and reach important targets in no time. In the previous months, I refactored the entire system of class interfaces, serialization, graphics devices and the graphics user interface, implementing new widgets.

New language Parser

Now that everything looks perfect, I'm focusing my efforts on another important feature: a brand new parser for programming languages. The parser will be capable of parsing a source code with given rules and produce an abstract syntax tree (AST). The AST will be used for many purposes. For instance, there will be the chance to give the AST to a writer and produce again the source code, as well as you can give the AST to an executor component and execute the instructions at runtime. The AST will be used also to feed an executor (like LLVM) and execute the instructions at just-in-time.

GPU / CPU shaders

The AST will be used also to cross compile GLSL shader from shadertoy and make it compatible with my internal material system. In this way, you can copy & paste shaders from shadertoy and make them work directly on my framework without any further readaptation. Multiple GLSL shaders will be merged into a single GLSL / HLSL / SPIR-V shader without the need of ping-pong rendering: buffers will be converted into material nodes and channels will be converted into connections between material nodes. This is one of the most outstanding and absurd features I'm working on. Another feature is the possibility to execute shaders without the GPU, converting GLSL into Ansi C code executed by the CPU at just-in-time with multiple threads running in parallel in the same thread-pool.


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TextureMind Framework – Progress #17 – GUI – Advanced TextBoxes

I've continued with the implementation of the framework's proprietary GUI. In this case, I implemented a new widget to handle textboxes. As you can see in the video, this is not just a text box widget to put some text into it, but a complete text editor that can be used for any purposes, from the simple notepad to programming languages.

All the main features are implemented, like unicode support, text editing, scroll-bars, multiline selection and clipboard cut & paste. The aspect of the text box can be personalized, with a background texture and different colors. You can also rotate and apply complex geometric transformation to the window. All the GUI in this video is rendered with Vulkan libraries, but it can also be rendered with the Cairo libraries.

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TextureMind Framework – Progress #16 – Modules and object interfaces

After years without updates I'm glad to present probably the most important update so far. In the past, the framework was just a monolith of C++ static libraries that could be enterely or partially included within a project to access various functionalities. On one hand it was good, because it simplified the programming of the framework in its parts, on the other it started to become a problem in terms of modularity and scalability. One of the worst complications was caused by the redundancy of the static library binaries: for example, if I had to create a plugin system, each dynamic library would have to include all the binaries with the functions to manage the various components of the framework.

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Future plans for product and projects

I wanted to give you a short update about future plans for the projects related to this web-site.

TextureMind Framework

Currently I'm working to a very long refactor of the framework to improve the internal architecture and fix lot of issues. After that, I will finalize the GUI and extend the support to other operating systems besides Windows, like Linux and MacOS. I will add support for Direct3D and OpenGL, while the via-software device will be extended to Skia library for advanced functionality, like 16-bit per channel. I will improve the management of system fonts at application level, add support for pre-calculated bitmap fonts and path-rendering for GPU devices. I will also improve the 3D engine with PBR (Physically Based Rendering) and real-time raytracing for GeForce RTX series.

Unlimited Holter ECG

There will be efforts to create a device that can record an ECG with 7 leads for days or weeks and that can be used as an external loop recorder. This is absolutely experimental and it will require months to reach a stable version. For now, I was able to monitor my heart activity in real time and record an ECG track. I'm working to implement the loop recorder feature, the holter monitor and all the GUI to handle it from the electronic device. Then I will develop a software for mobile devices (Android / iPhone) to download the ECG records, analyze them and produce valid reports. The software will be available from the respective online playstore. After that, I will design a PCB to move all the electronics component from the bread board to a compact space, then I will design the plastic enclosure.

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Unlimited Holter

Today it is difficult to find a device on the market that can be used to intercept cardiac arrhythmias, like ventricular tachycardia, that may occur infrequently but can pose a serious danger. Usually these products record for 60 seconds or at most 5 minutes, or even if they record for 24 hours, they are very expensive and difficult to use.

There are cases where there are no medical indications for implanting a loop recorder and there are no products that can replace it. People often purchase devices with metallic electrodes and poor signal quality, they cannot register arrhythmias as they occur, they are difficult to use, and they cannot function while the battery is charging: in practice they are totally useless for this kind of purpose. At present, there is not a single product on the market at an affordable price that can provide this kind of use.

The aim is to create a device that can be used as an holter and external loop recorder, with the possibility of recording even for months for catching difficult and infrequent arrhythmias like sustained or non-sustained, monomorphic or polymorphic ventricular tachycardia, ventricular fibrillation, supraventricular tachycardia, AV-Block, Atrial fibrillation and so on. In the video, you can see the first working prototype with 7-leads. As soon as possible, it will be integrated into a PCB for reducing the size. In the future, it will be available in the gift shop so you can have it.

If you believe in this project, you can donate to this web-site with this link. If you register an account into this web-site before the donation, you will have your money converted in virtual money into your digital wallet, so in the future when the device will be available, you can have it (if the donated amout equals the virtual value of the device reported in the shop). Thanks in advance.


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Great news!

Finally I decided to clean up this web site and take a clear decision about it. This website won't be used anymore to publish tutorials, reviews, knowledge, thoughs, articles and so on, but only "projects and products" related to the web site's activity. I removed all the useless categories and simplified alot. But the big news here is the online shop based on donations.

Now you can register an account into this web site, login and you will see an amount of money into your digital wallet. You can recharge your wallet only by donating to the site with the same name and surname you used to register. Then the donation can be processed and added to your wallet, so you can purchase a product using the online shop. The online shop will be populated with interesting products (mainly software) as soon as possible.

You can donate and buy software with your digital wallet. The software will be really fantastic, so stay tuned because you will see some good ones. Bye!

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