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MountainTheme12
searching PlanetScale…
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MountainTheme12
7mo ago
My father-in-law is a monitor engineer. He is insanely gifted. We were in a Korean factory together years ago and I asked him what it would cost to build the Pro Display XDR today. I will never forget his answer… “A lot less than you paid f
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MountainTheme12
8mo ago
In my C++ all members of a union are always active.
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MountainTheme12
11mo ago
I'm surprised by that. I use ChatGPT for communication with Japanese clients and I was mistaken for a native speaker more than once. I make almost no corrections other than changing the punctuation from western to fullwidth, although t
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MountainTheme12
11mo ago
Both the code and this submission are obvious LLM slop, exactly like the previous one. It's really concerning that so many people can't tell.
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MountainTheme12
1y ago
It's not just popularity, Epic has been trying really hard to solve it in Unreal Engine. The issue is that, because of monolithic pipelines, you have to provide the exact state the shaders will be used in. There's a lot of that, a
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MountainTheme12
1y ago
Trying to fit both mobile and desktop in the same API was just a mistake. Even applications that target both desktop and mobile end up having significantly different render paths despite using the same API. I fully expect it to be split int
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MountainTheme12
1y ago
No, that's not the reason. The shader stutter issues are non-existent on console because consoles have one architecture and you can ship shaders as compiled machine code. For PC you don't know what architecture you will be target
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MountainTheme12
1y ago
Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of these are out or on their way out.
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MountainTheme12
1y ago
And why is that a problem if it works? What if I told you that games also don't simulate each atom individually?
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MountainTheme12
1y ago
Only slightly related, but GPUs also have such instructions (exposed as InterlockedMax in HLSL and atomicMax in GLSL and CUDA).
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MountainTheme12
1y ago
A long time ago I did some contract work writing firmware for a major hardware manufacturer in Taipei. I quickly learned to ignore bugs, because reporting them would get me reprimanded for doing things other than the task I was assigned. Ev
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MountainTheme12
1y ago
My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features that only become usable after several major releases (if ever)
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MountainTheme12
1y ago
That one was used to implement save data in a game.
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MountainTheme12
1y ago
I agree with the author that protobuf is bad and I ran into many of the issues mentioned. It's pretty much mandatory to add version fields to do backwards compatibility properly. Recently, however, I had the displeasure of working with