I’ve previously visualized lines, using clickable meshes as geometry. The advantage of this approach is that you get clickable objects and can access their attributes. The downside is speed, as each vertex and line segment is […]
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I’ve previously written about parallelizing for loops in C/C++ and C#. This is possible in Python, too, and might even be more important than in the two other languages, as Python’s interpreted nature can make it […]
I’ve previously written about parallelizing C/C++ for loops with OpenMP. Many of the concepts explained in that article also apply to C#. The main difference is that C# does not use OpenMP. For loops are instead […]
Part 2 of my Godot journey covers reading a text file, drawing the contained vertices, and how to handle drag & drop. Reading a file My go-to tool for visualizing point clouds is CloudCompare. The easiest […]
Modern Mobile Mapping systems make it very easy to quickly map large areas. Current laser scanners with pulse rates of 1 MHz and above make it possible to achieve sufficient point density even at highway driving […]
There were times when programmers did not have to worry about parallelisation, as most computers only had a single CPU. Sure, you could get dual-CPU mainboards, but their use was mostly limited to servers. The need […]
I’ve long been interested in using game engines as tool for visualising and analyzing geographic information. A couple of years ago I played with Unity. I liked how well integrated with C# it was and how […]
I’ve recently acquired an Elgato Stream Deck Mini after reading about it in German computer magazine C’t. For those who are not familiar with the Stream Deck, it’s essentially a programmable macro pad, but with the […]
This article is available in three languages, so make sure to choose your preferred language on the right. 2024 is a lustrum (five-year anniversary) year for me. And I’m not talking about the 70th birthday of […]