February 24, 2015
I started to work on Beautymine again by implementing a fully working NBT (Named Binary Tag) reader.
December 16, 2013
Map conversion is now fully finished and I am able to load draw Minecraft chunks. Though the term “Bautymine” is pretty much exaggerated at this point, the terrain is very ugly.
April 12, 2013
Nothing special, just the map converter written in C#. This map converter will read a world file and only extract and decompress the data I need into a single file.
April 2, 2013
Added a Camera, proper Timing and FPS counter. FPS look promising. 15625 objects in scene.
March 26, 2013
V1 has not even been released and was scrapped. This was the latest progress:
XNA/C# running quite smoothly but for some optimizations I am in need of DX10 so I moved to C++ and can proudly present an immense improvement:
June 25, 2012
An OOP approach to constructing a rooted tree from a distance matrix through clustering. UPGMA and Complete Linkage are implemented but the class can be extended easily to support more.
Calculates the optimal alignment, distance matrices and the traceback for two given strings. Costs can be adjusted in the source, right now using a Blosum62 matrix.
Download: SmithWaterman (v. 1.0)
Calculates the optimal alignment, distance matrices and the traceback for two given strings. Costs for starting and extending a gap can be modified.
Download: Gotoh Algorithm (v. 1.0)
You can input 3 strings and it will calculate the four Distance-Matrices. Furthermore it will output the traceback information.
Download: Multiple Alignments (v. 1.0)
February 24, 2012
My “secret” project I am working on 😛 More details at a later time.