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    <title>DEV Community: Josiah</title>
    <description>The latest articles on DEV Community by Josiah (@maybejosiah).</description>
    <link>https://dev.to/maybejosiah</link>
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      <title>DEV Community: Josiah</title>
      <link>https://dev.to/maybejosiah</link>
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    <item>
      <title>New way to do graphics. X E.</title>
      <dc:creator>Josiah</dc:creator>
      <pubDate>Sun, 15 Jun 2025 15:43:11 +0000</pubDate>
      <link>https://dev.to/maybejosiah/new-way-to-do-graphics-x-e-1fdi</link>
      <guid>https://dev.to/maybejosiah/new-way-to-do-graphics-x-e-1fdi</guid>
      <description>&lt;h1&gt;
  
  
  How it works
&lt;/h1&gt;

&lt;p&gt;To start, we have 3+ dimensional Euclidean points, shapes made of those points which are all straight line, polygons that are planar, lines, and points. We then project to 2d view plane by a defined view space XYZ and eye center point. Then group/cluster by what is in same exact space in 2d view plane.&lt;/p&gt;

&lt;h2&gt;
  
  
  Here comes unique part
&lt;/h2&gt;

&lt;p&gt;Then cut so that if perimeters intersect then cut so they do not and if planes intersect then cut so that they do not. Draw order by a single corresponding by 2d view plane's z on each shape until a match or 3 not collinear points are considered. Then tesselate and draw in groups as ordered only within groups. Like we have 10 shape group 1 and 50 shape group 2, that is an entire separate 10 and 50. I have math mostly worked out for this.&lt;/p&gt;

&lt;h3&gt;
  
  
  What you can do
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://github.com/maybeJosiah/RinomXE-general" rel="noopener noreferrer"&gt;https://github.com/maybeJosiah/RinomXE-general&lt;/a&gt;, what I have now. I also have Slang shaders. I am looking for contributors. Rust, Slang, and whatever you want to test in with compute shaders. All this is and will remain open source.&lt;/p&gt;

&lt;h2&gt;
  
  
  Some math
&lt;/h2&gt;

&lt;p&gt;Rotating from straight, we can find how off from straight from a z direction a line is and by extension how much z is needed. Also, if in same +- all dimensions then divide by a unit distance and multiply by another giving greater than 1. For plane p1-p3 not all collinear it is defined as p1+a(p2-p1)+b(p3-p1) and lines l1-&amp;gt;l2 is defined as l1(1-c)+l2•c where a, b, and c are numbers and in each dimension and as a whole that holds and setting them equal we can find intersect of line and point. For any polygon like this, find point in it, project a straight line to edges, z from begin to end on outer lines then z from those to inside point.&lt;/p&gt;

&lt;p&gt;Also, point in 2d polygon is defined by from a start to an end, either it is clockwise or counterclockwise, find that by either outside or signed area. From that, find from a straight line through a point two closest on both sides. If rotationally possible and 2 sides then in, otherwise out. 2d line intersects are well known. With that, K-cluster and it is all planned. You are welcome to use this, make z buffer type 3+ dimensional, make spherical or hyperboloid 3+d. There is none now. Also, polygons are not self intersecting. X E.&lt;/p&gt;

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      <category>programming</category>
      <category>gpu</category>
      <category>discuss</category>
      <category>opensource</category>
    </item>
    <item>
      <title>Backup file system formats maybe</title>
      <dc:creator>Josiah</dc:creator>
      <pubDate>Sat, 08 Mar 2025 17:54:17 +0000</pubDate>
      <link>https://dev.to/maybejosiah/backup-file-system-formats-maybe-2p3e</link>
      <guid>https://dev.to/maybejosiah/backup-file-system-formats-maybe-2p3e</guid>
      <description>&lt;h2&gt;
  
  
  If you don't back up with similar file systems you probably lose data.
&lt;/h2&gt;

&lt;p&gt;There are about 100 different file systems or more now. With all this data you all are creating and using, you need to back up your data somehow. Different file systems have different features and are capable of storing different things. Even cloud storage has a file system format.&lt;/p&gt;

&lt;h2&gt;
  
  
  What to know:
&lt;/h2&gt;

&lt;p&gt;If you store your data on an NTFS file system in your machine then you are most likely to get all of your data backed up and restorable with an NTFS file system backup. That is for Windows. If you use Apple stuff, APFS is preferred. If you use Linux or *BSD then you should use a same or similar backup format as your system for maximum restorability.&lt;/p&gt;

&lt;h2&gt;
  
  
  What about zips and tar files?
&lt;/h2&gt;

&lt;p&gt;These also are dependent on file systems but can contain foreign data stuff to an extent. These can hold native timestamps and other properties of files and folders that what they are stored on might not be able to store and keep without things being in a special file e.g. a zip or tar.&lt;/p&gt;

&lt;h2&gt;
  
  
  What about cloud?
&lt;/h2&gt;

&lt;p&gt;Cloud may be engineered for it and use similar file systems to what it is built for. A Linux server however may lose Windows or Mac data though and a Windows server may lose Linux and Mac data some. It depends on what it is built for. X E.&lt;/p&gt;

</description>
      <category>discuss</category>
      <category>beginners</category>
      <category>programming</category>
      <category>files</category>
    </item>
    <item>
      <title>Weird space graphics maybe</title>
      <dc:creator>Josiah</dc:creator>
      <pubDate>Wed, 05 Mar 2025 22:17:26 +0000</pubDate>
      <link>https://dev.to/maybejosiah/weird-space-graphics-maybe-43pf</link>
      <guid>https://dev.to/maybejosiah/weird-space-graphics-maybe-43pf</guid>
      <description>&lt;h2&gt;
  
  
  What is it?
&lt;/h2&gt;

&lt;p&gt;Three common ways are add more perpendicular dimensions, curve space spherically, or curve space hyperbolically. In theory there are infinitely many ways space could be structured and behave. Non-parallel dimensions is another not even done thing.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why?
&lt;/h2&gt;

&lt;p&gt;It generally is different from what we have in our universe and therefore has different and possibly beneficial uses. For example you can explore many different rooms by just moving in circles in your physical space which uses less of your space while keeping vastness.&lt;/p&gt;

&lt;h3&gt;
  
  
  Where is it?
&lt;/h3&gt;

&lt;p&gt;CodeParade on YouTube, hackerPoet (same guy) on GitHub, his hyper engine and engine4d are open source. Also, see Steam, or Itch.io for 4d, 5d, 6d, or Hyperbolica. I made my own sort of working any dimensional thing, StinomXE, free and open source.&lt;/p&gt;

&lt;p&gt;So what would you do with weird space graphics? X E.&lt;/p&gt;

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      <category>programming</category>
      <category>opensource</category>
      <category>graphics</category>
      <category>discuss</category>
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