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kaveh808

HN member
Joined
Mon, Apr 11, 2022, 11:29 AM UTC
HN karma
662
Public activity
211 items

About kaveh808

• degree in mathematics from MIT • wrote the animation software used in “Jurassic Park." • led software R&D on “Final Fantasy: The Spirits Within” • senior software developer on “The Hobbit” films

Current project: kons-9 Common Lisp 3D system https://github.com/kaveh808/kons-9

Recent public activity

  1. comment
    Comment #45767193

    I worked at that company: Visual Edge, in Montreal.

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  3. comment
    Comment #43284076

    I wrote about this a while back. I'll assume the article is more authoritative. https://medium.com/@kaveh808/6-object-oriented-ice-cream-fla...

  4. comment
    Comment #43097046

    I wrote a blog about some of my experiences at the then-new MIT Media Lab in 1985. Unlike the experience of the author, I was more of a lone late-night hacker (in the old sense of …

  5. comment
    Comment #40591577

    Right on. The way I think of it, CL is the rare language that I don't feel is fighting me every step of the way.

  6. comment
    Comment #38549333

    I remember reading that at one point the NFL was Kodak's biggest client for 16mm film. Back when that was the format for recording the games.

  7. comment
    Comment #38525456

    Perhaps I'm viewing the past through rose-colored glasses, but I wish there were such efforts at innovation in the computer field today. Maybe the last attempt at doing something t…

  8. comment
    Comment #38465366

    I hope for the sake of my former colleagues at Weta that those transferred to Unity can simply be transferred back to Weta. The point of production pipelines being bespoke (at leas…

  9. comment
    Comment #38269076

    Is there any movement towards a C/C++ API in Blender 4.0? I feel extensibility may be where it lags behind Maya and Houdini.

  10. comment
    Comment #38075449

    Very cool. I must check this out. I implemented some L-system features in my 3D Common Lisp system: https://github.com/kaveh808/kons-9

  11. comment
    Comment #37863543

    kons-9: https://github.com/kaveh808/kons-9 Work in progress on an IDE for 3D graphics written in Common Lisp. Cheesy trailers: https://youtu.be/THMzaVDaZP8 https://youtu.be/i0CwhED…

  12. comment
    Comment #37850345

    Yes. Though unfortunately CCL does not run on Apple's M chips.

  13. comment
    Comment #37849441

    "Vulkan represents a low-level way of talking to the GPU more or less on the GPU's terms. As opposed to OpenGL which is a way of talking to the GPU on boomer CAD programmers' terms…

  14. comment
    Comment #37849031

    Some basic Common Lisp videos showing Emacs/Slime in action: https://www.youtube.com/playlist?list=PLTA6M4yZF0MzsMlNL0N67...

  15. comment
    Comment #37603515

    The killer feature of whatever game engine replaces Unity in developers' hearts and minds is going to be the platform delivery aspect. Once you can press a button and get Win/Mac/L…

  16. comment
    Comment #37561503

    MCL was a delight to program in. Ran in 2MB on my PowerBook 170 and gave high-level support for GUI development. It lives on a Clozure Common Lisp, though there is no version for A…

  17. comment
    Comment #37560147

    His book "Colorvision" is a rich and wonderful book of design. I spent so many hours flipping through it.

  18. comment
    Comment #37474151

    In some small way I am revisiting the idea with https://github.com/kaveh808/kons-9 We'll see what comes of it.

  19. comment
    Comment #37474133

    I developed my first 3D graphics system on a Symbolics back in the mid-80's, before Symbolics released their S-Geometry package. Though the software was powerful and made use of th…

  20. comment
    Comment #37180749

    Been working on particles and sprites recently. Decided to make another tongue in cheek trailer.

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  22. comment
    Comment #37095159

    The Symbolics Lisp Machine S-Geometry 3D modeler from the mid 1980's was based on the winged-edge structure. It was the best polygonal modeler of its time, and the package lives on…

  23. comment
    Comment #37094007

    "He can see far; further than in fact his strength allows him to travel. He conceives of brilliant ambitious projects requiring great resources, and he embarks on them only to run …

  24. comment
    Comment #37093503

    I work in a slightly different way by always saving my code in emacs and loading it fresh each session (though I have gone a couple of weeks with a live image/session on my laptop)…

  25. comment
    Comment #37068244

    I see this as a long-term approach which will improve over time. Mocap can play a part, as can AI -- though I'm no expert in it, it's hard to argue with the results produced by too…