Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
Jasper_
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
7 ms
·
31.
▲
by
Jasper_
2y ago
It's a strange distinction, because the standard library sometimes eschews this. `os.path` is accessible through just `import os`, because they made os.py import it into the local namespace. I wish it was clearer sometimes what was a m
32.
▲
by
Jasper_
2y ago
I'm referring to needing to traverse all path segments to determine the winding order for an individual pixel. You can't solve this problem locally, you need global knowledge. The easiest way to do this is to build an acceleration
33.
▲
by
Jasper_
2y ago
Slug preprocesses font curve data into something without the need for the global parse with the .slug file format.
34.
▲
by
Jasper_
2y ago
Vector graphics are really hard to do on a GPU in an efficient manner. The way the data is stored as individual curve segments makes it difficult to parallelize the coverage problem, it's equivalent to a global parse; the best approa
35.
▲
by
Jasper_
2y ago
It has nothing to do with shaders? Despite the name, shaping is not the same thing as a shader, shaping selects and places individual glyphs given a collection of code points. No part of the rasterizer or renderer is configurable here. As m
36.
▲
by
Jasper_
2y ago
Those sound like requests for not AI. > "Google search is drowned by SEO, I can't find anything anymore" It's now powered by AI. [0] > "Wow all these ads suck" Well, they're powered by AI. [1] >
37.
▲
by
Jasper_
2y ago
People said the same thing about the Segway, and 3D TVs, and NFTs
38.
▲
by
Jasper_
2y ago
We can care about two things at the same time. This isn't a "hit piece", it's reporting on Google's own 2024 environmental report.
39.
▲
by
Jasper_
2y ago
The soul of UNIX is to create a confused and in some cases unparseable text-based format from what was already structured data.
40.
▲
by
Jasper_
2y ago
The immediate destruction of client resources even under server grab is not new functionality to the epoll port; it behaved the same under the old select-based loop, too. It might be a bug, but that's how it's always behaved. It s
41.
▲
by
Jasper_
2y ago
Calling Enrico Weigelt an "Xorg developer" is a bit much. He's someone who showed up, started submitting a bunch of very PRs to clean up the code, and then other people had to revert them when they broke the build. None of th
42.
▲
by
Jasper_
2y ago
How did that end up working out for the mcflurry machine robot they already have installed?
43.
▲
by
Jasper_
2y ago
no, lol. It's a custom version of RSA complete with basically every "baby's first crypto" bug, and more. https://github.com/iversonjimmy/acer_cloud_wifi_copy/blob/f7...
44.
▲
by
Jasper_
2y ago
Plenty of GPUs do have special (lossless) depth compression; that's what the 24-bit depth targets are about.
45.
▲
by
Jasper_
2y ago
"Close" here means "millimeters away". The logarithmic nature of the depth buffer means that even your player character is considered far enough to be already at ~0.9 in a "regular Z" case (depending on where y
46.
▲
by
Jasper_
2y ago
Here's a demo graphic for reversed Z in WebGPU; requires a capable browser. https://webgpu.github.io/webgpu-samples/?sample=reversedZ
47.
▲
by
Jasper_
2y ago
> architecturally, OStree is a Lovecraftian horror. What makes you say this?
48.
▲
by
Jasper_
2y ago
Spot the fun logic bugs! Here's a great example of where AI requires some careful attention to detail: const tentsFacingNorth = getAllUnitIds() .filter(unitId => getUnitString(unitId, "unitStrings/tags")
49.
▲
by
Jasper_
2y ago
No, GameCube's TEVs have nothing to do with GLSL. The reference to GX2 implies you're confusing it with Wii U, inexplicably.
50.
▲
by
Jasper_
2y ago
It is an issue with some modern games (I recently played a title that had a "Preparing Shaders..." loading screen); the main difference is that those games know the full set of what they need to do and can precompile most of them
51.
▲
by
Jasper_
2y ago
Shaving off the frontend costs is not going to be nothing . I don't know if Dolphin is still using FXC/D3DCompile or if they've switched to DXC, but FXC is infamously slow, even for very simple shaders. Dolphin's shader
52.
▲
by
Jasper_
2y ago
> The documented reason for this is that the target of a symlink can change The actual reason is that build contexts are implemented as tarballing the current directory, and tarballs don't support symlinks.
53.
▲
by
Jasper_
2y ago
This is an artifact of V8's GC. Effectively, largeObject and smallObject are tracked together, as a unit. Splitting it out into two separate records increases average memory usage. They keep saying they want to fix it eventually, but i
54.
▲
by
Jasper_
2y ago
Uncollectable reference cycles are shockingly easy to make in JS, especially with React. A classic example: function closure() { var smallObject = 3; var largeObject = Array(1000000); function longLived() { re
55.
▲
by
Jasper_
2y ago
Any object can become iterable by adding Symbol.iterator, and destructuring should work for them. You can even patch Symbol.iterator on arrays itself, and the VM has to cope: > Array.prototype[Symbol.iterator] = function*() { yield
56.
▲
by
Jasper_
2y ago
Kinda. SDL_renderer is a level on top of the raw GPU API, which is what WebGPU is targeted at. Feel free to use Canvas2DRenderingContext or any other rendering libraries (e.g. Phaser, Pixi.js) to achieve a similar line count to what you
57.
▲
by
Jasper_
2y ago
One of my favorite articles on this topic, "About those vector icons", goes into this issue and many more flaws in much more detail. There's nothing fundamentally wrong with vector icons, but it's not all that's nee
58.
▲
by
Jasper_
2y ago
The Dreamcast did allow you to use a Windows CE-based SDK, but that was rare. Katana and Ninja were the native SDKs that you could use from SEGA, without touching Windows CE at all.
59.
▲
by
Jasper_
2y ago
> The JavaScript object will be garbage collected as seen fit by the corresponding JavaScript run time irrespective of whether the associated node remains attached to its document. Nope. In practice, the DOM node has a backpointer to the
60.
▲
by
Jasper_
2y ago
No, that effectively syncs all warps in a thread group. This implementation isn't doing any synchronization, it's independently doing PC/decode for different instructions, and just assuming they won't diverge. That'
More ›