Skip to content
View parlance-zz's full-sized avatar

Block or report parlance-zz

Block user

Prevent this user from interacting with your repositories and sending you notifications. Learn more about blocking users.

You must be logged in to block users.

Please don't include any personal information such as legal names or email addresses. Maximum 100 characters, markdown supported. This note will be visible to only you.
Report abuse

Contact GitHub support about this user’s behavior. Learn more about reporting abuse.

Report abuse
parlance-zz/README.md

It's funny. Twenty years ago Slashdot was outraged that the US government was restricting export of modular exponentiation. Now they're asking about the best way to protest matrix multiplication and the chain rule.

   -An insightful Slashdot commenter

Recent projects:

2022-2024:

  • Dual Diffusion - A generative diffusion model for music. This is my current project and is in active development.
  • G-Diffuser - A stable diffusion interface focusing on automated workflows, included a discord bot as well. The project is now significantly out-dated. Notably this was the first stable diffusion interface capable of creating smooth infinite zoom videos.

Listed below is a collection of old projects undertaken purely for my personal interest. I did not have the confidence that any of these projects were worth preserving at the time. There may be other versions or unfinished breaking changes in their current state.

Pre-2004:

  • Simple real-time fluid simulation and software renderer (BlitzPlus)
  • Partially functional NES emulator; CPU, PPU, debugger and basic memory mapper. Able to display Zelda title screen and run some homebrew demos without sound (BlitzPlus, 6502 ASM) (https://github.com/parlance-zz/parlance-zz/tree/main/pnes)
  • 8kb "demo" real-time music synth with DSP, offline MIDI conversion tools (C++, OpenGL)
  • Multiplayer Xbox homebrew game (C++ with Xbox SDK / DirectX) (not my video, a user managed to get it running on the Xbox 360 through emulation https://www.youtube.com/watch?v=YwC_8DD_GJg)
  • Unfinished clone of Quake 3 game engine (before the source was public) on Xbox with BSP and MD3 rendering, native Xbox shader compiler from Q3 materials. (C++, XDK / DirectX and shader assembly). At the end of development it was capable of loading and rendering any Q3 map with all Q3 shader features supported; rendering maps in 4x splitscreen with dozens of animated characters at 60 fps on original Xbox. (https://github.com/parlance-zz/parlance-zz/tree/main/projectx)

Post 2004:

While working for a past employer:

  • Conversion tool for Windows Server 2003 scheduled tasks exported binary format to Server 2008 XML format (C++)
  • Windows service for configurable wake-on-LAN proxy / broadcast (C++, WinPCAP)
  • CGI <-> Powershell interface for Microsoft IIS (Powershell)
  • Active Directory, Microsoft Exchange, SCCM, and OOB server management tools with web interface (Powershell)
  • Automated user / student change management tools (Powershell, XML, REST APIs)
  • Dynamically generated web phonebook, integrating Active Directory and Cisco Unified Communications (PHP, SQL, SOAP, Cisco AXL)
  • Key Module programming web app for Cisco Unified Communication environments (PHP, SOAP, AXL)
  • Powershell API and tools for Xerox Docushare (Powershell, SOAP)

Pinned Loading

  1. g-diffuser-bot g-diffuser-bot Public

    Discord bot and Interface for Stable Diffusion

    Python 281 21

  2. dualdiffusion dualdiffusion Public

    Fourier Dual Diffusion

    Python 35 1