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Jasper_
searching PlanetScale…
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931.
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Jasper_
6y ago
Don't take this the wrong way kvark, but is Vulkan Portability really the long term answer here? Do we want everybody to be writing Vulkan code? It's unfortunate that due to the mess of tilers, Vulkan got way more complicated than
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Jasper_
6y ago
It's old-school plain-text email etiquette. The original Markdown even used a variant of that syntax for its links definition, known as "reference links". https://daringfireball.net/projects/markdown/
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Jasper_
6y ago
The point of the status page is so you can point to it for your five nines SLA and go "look? we were only down for one hour". As soon as the money relies on the metric, the metric will reflect the money.
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Jasper_
6y ago
> The huge and important difference is when you use this pattern in C the compiler has no idea what you are doing and can't check anything Function pointers exist in C and are type-checked by the compiler just fine. > A compiler
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Jasper_
6y ago
From what I can tell, there's no library to parse the full range of ISO 8601 in Python. The standard string that people claim is "just ISO 8601" ("YYYY-MM-DDTHH:mm:ss.sssZ") is not full ISO 8601 compliance. ECMASc
936.
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Jasper_
6y ago
Game AIs are terrible for neural networks. Game designers want the ability to micro-tune difficulty and decision making to pace the game experience and the curve, and often times what's engaging for players is a simple model they can
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Jasper_
6y ago
Yep. Though it's a lot trickier than just bind/unbind, e.g. if you have a VAO bound, you need to unbind the VAO before binding a vertex buffer, or else you might have overwritten the VAO's vertex buffer binding slot. And I&#x
938.
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Jasper_
6y ago
DSA is Direct State Access, it's an OpenGL extension to remove some (not all!) of the more annoying binding state. https://www.khronos.org/opengl/wiki/Direct_State_Access
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Jasper_
6y ago
I do recommend writing some DSA-like helpers for OpenGL, its global state is annoying to wrangle and not that meaningful to the actual GPU. The tricky part of OpenGL is understanding when something is a bad API accident and when something i
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Jasper_
6y ago
The complexity that Vulkan introduces is not just the extra code, it's a substantial rethink of the mental model of graphics that involves a lot more precision about things like synchronization, and baking of device state. Those who ar
941.
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Jasper_
6y ago
My understanding is that ATI's management bungled the software aspect, fell super behind on driver development, and gave NVIDIA way too much time to catch up, but you'll probably have to talk to someone that was there at ATI to fi
942.
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Jasper_
6y ago
The GameCube is not, generally, resolution-agnostic. The internal framebuffer is 640x528 pixels wide, and the hardware has this hardwired in certain places, like the VI/scanout subsystem. Games themselves even allocate the scanout buff
943.
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Jasper_
6y ago
That's partly because we got tremendously lucky in how the hardware sends data. Unlike some newer GPUs, the hardware has dedicated memory for the Projection and Model-View Matrices, and the vertex pipeline is fixed-function. Dolphin is
944.
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Jasper_
6y ago
If a post processing filter takes 18ms to complete, uncontested, you can't "pipeline the shit" out of it. You can get a frame at least every 18ms. Adding more load won't magically transform throughput into latency, it wi
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Jasper_
6y ago
It's basically just a good TAA and the tensor cores are basically used as a poor man's Lanczos. The tensor cores are used for obfuscation, and to make sure it doesn't run on AMD. Very little about DLSS 2.0 is "DL".
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Jasper_
6y ago
The story I was told from Bitcoin developers was that it was done for code performance reasons. However, since the less-than check goes back all the way to the code's "Initial commit" [0], I'm not sure if that's ful
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Jasper_
6y ago
It used to work this way, but got changed to a less-than check for performance reasons. The Bitcoin whitepaper [0] even has the original approach: > The proof-of-work involves scanning for a value that when hashed, such as with SHA-256,
948.
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Jasper_
6y ago
> I find it pretty well stuffed with appropriate information. You're looking at an ontology, not a wikipedia article, it's supposed to be dry (subject, relation, object). We're talking about a research project with a large
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Jasper_
6y ago
So do people find Wikidata that impressive? Here's what Wikidata says about Earth, an item that is number 2 in the ID list, and also on their front page as an example of incredible data. https://www.wikidata.org/wiki&#x
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Jasper_
6y ago
> If I steal your car, I have a car and you don't have a car. If I "steal" your book, we both have the book. I'm better off, and you're no worse off. In an "ideal" society, the free sharing of knowledge
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Jasper_
6y ago
I'd argue multi-window would require a substantial redesign of the graphics layer, so much that the maintainers would be uninterested in supporting it, and consider it out of scope. I can imagine IME support being integrated, but a gia
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Jasper_
6y ago
There's a lot of functionality that a general purpose UI library has that Godot will likely never approach, like support for input methods in text editing. Productive applications require extremely robust text editing, something that
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Jasper_
6y ago
It ray-marches the SDF when integrating them into the probes. You can see that here: https://github.com/godotengine/godot/blob/481151be09108a3000...
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Jasper_
6y ago
SDFs are computed on the GPU using a jump flood algorithm ( https://www.comp.nus.edu.sg/~tants/jfa/i3d06.pdf ) from a series of voxels, storing color at each point. From this, a regular grid of probes are placed a
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Jasper_
6y ago
> True, but it is cleaner to reorganize the code into several functions and use the return value to propagate across layers if needed. I disagree. Having to jump to another function definition which is inline is a bigger mental block tha
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Jasper_
6y ago
Preface: I'm not a gameplay programmer. I'm not even a dynamics or physics specialist. And I don't hire for them. But as a core engine programmer: The power of an engine is that it is a series of closely intertwined parts. Of
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Jasper_
6y ago
Without having read any of the Unreal Engine movement code, there's a complication here, and that is that "jump" might be influenced by the floor that the player is standing on. The force impulse might be related to the slope
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Jasper_
6y ago
That's in a different function, so I wasn't counting it, but sure. I mean, I would write it differently, but it's fairly readable. It's jumping to a common function epilogue once it finds something it can collide with. S
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Jasper_
6y ago
I encourage you to try! However, a lot of gameplay and getting movement controls to feel good is difficult and at odds with the goal of "modularized physics", e.g. you might want to apply different amounts of ground friction depen
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Jasper_
6y ago
I don't think it's the best code I've ever seen, but a lot of these are surface-level complaints. > * goto inside 3 nested for-loops. C has no pattern for breaking out of multiple for loops at the same time. Other language
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