LAZ is my preferred point cloud format, as it is a lossless compressed format that is considerably smaller than uncompressed LAS. One thing that has always bugged me is that reading LAZ is quite slow, at […]
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Despite having AI in the company name, I’m somewhat critical of the benefits provided of generative AI/Large Language Models (LLMs). I find that the answers often leave something to be desired, and the general consensus now seems to […]
Computers don’t age as fast as they used to. My first computer, bought in 1993, was a 386 DX 40 with 4MB RAM and 170MB harddisk. It was replaced six years later with a Pentium III […]
I’ve used a Keychron K8 Pro keyboard for a couple of years now, and for a while I’ve been considering getting another one for my desktop PC, especially considering that I plan on getting a new […]
One of the first problems that I’ve tried to tackle in each game engine that I play with is drawing lines. This is not much use for game development (which uses predominately 3D objects), but it […]
Unreal Engine has a Georeferencing plugin that lets you use real-world coordinates in Unreal Engine. How to use it is explained here, but the article doesn’t give a lot of detail, and shows no C++ code. […]
Modern game engines are incredibly powerful, being able to render millions of objects while running complex background processes such as physics engines. Being multi-platform capable has become the norm, too. As a result, game engines have […]
Unreal Engine is a very powerful game engine, with Unity being the other popular choice. I’ve worked with Unity a little bit and I like how tightly it integrates with C#, but I’ve decided to take […]
When the first computers with AMD’s Ryzen AI Max+ 395 “Strix Halo” were announced, they were advertised as being ideally suited to AI workloads, especially large language models, due to their maximum of 128GB of “unified” […]