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aappleby
searching PlanetScale…
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31 ms
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451.
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by
aappleby
5y ago
And incredibly annoying as the developer - so much work translating and debugging gates, and it's still not "correct" for some definition of correct ;)
452.
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GateBoy – A gate-level simulation of the original Game Boy hardware
(github.com)
416 points
by
aappleby
5y ago
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66 comments
453.
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aappleby
5y ago
I love my tungsten cube <3
454.
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aappleby
5y ago
can confirm. -austin (murmur author)
455.
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aappleby
5y ago
biden was president for how many of those 20 years?
456.
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aappleby
5y ago
Very nice work. Try putting byteswap into the set of possible instructions and see what happens. -Austin, murmur3 author
457.
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aappleby
5y ago
in mice
458.
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aappleby
5y ago
This was a good article until I got to this bullshit - "There are only two genders, male/female, masculine/feminine, and only two pronouns, he/she, him/her, and the whole transgender, gender-fluid and other crappy “
459.
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aappleby
5y ago
FWIW, filling a screen with monospaced pixel-font text (plus colors and stuff) takes single-digit microseconds on a modern GPU once everything is in on-device memory. Fancier fonts or distance-field-based antialiasing is a few times that. A
460.
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aappleby
5y ago
"If there are enough rabbits, the people eat till their stomachs are distended; but no matter how much they eat they feel unsatisfied."
461.
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aappleby
5y ago
Getting it wrong is part of the job.
462.
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aappleby
5y ago
Ah, I missed that there was a data-dependent rotation applied in the output. So it's a lcg plus xorshift plus ddr. Still weaker than I'd like, but if it passes DieHard etc then it passes.
463.
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aappleby
5y ago
I'll read the paper.
464.
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aappleby
5y ago
I could very well be wrong, I haven't checked yet. That said, I have done a bit of work with these sort of things.
465.
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aappleby
5y ago
Yes, I predict it will fail most of the DieHard tests.
466.
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aappleby
5y ago
I predict that prng will totally fail the DieHard tests.
467.
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aappleby
5y ago
The _advance function in this prng is also way too weak, purely linear with a tiny bit of output mixing. Replacing self.state with the (64-bit) result of the xorshifts would help a lot.
468.
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aappleby
5y ago
You can get the same result by hashing seed+level_id+some_counter, you don't really need a prng.
469.
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aappleby
5y ago
Oh and yeah the remaining glBufferData would def be on my fix-next list. Unless the tilemap changes dynamically, all those tile triangles should be grouped into chunks in one "vertex atlas" and their screen position controlled by
470.
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aappleby
5y ago
The bit about optimizing his blit shader surprised me (as a 20+ year graphics dev) - the few extra multiply-adds should be virtually free on most architectures as that small a shader would generally be ROP-limited.
471.
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aappleby
6y ago
no mention of https://en.wikichip.org/wiki/mtr-mm%C2%B2 ?
472.
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aappleby
6y ago
If you can lift the device it's stored on with your bare hands, it's not big data.
473.
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aappleby
6y ago
You set up a timer to fire a "calculate next sample" interrupt at ~4khz, then your main thread just walks through your MIDI file or whatever and tweaks the synthesizer settings.
474.
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aappleby
6y ago
I had 8-ish channel FM synthesis (using a bunch of lookup tables) on a stock 8-bit ATMega-based Arduino back in the day. Any modern Cortex-based microcontroller has more than enough oomph to handle 4x as many voices plus filters, etc.
475.
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aappleby
6y ago
Paywall.
476.
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aappleby
6y ago
Incredibly misleading article. I'm reminded of the old joke about "It works in practice, but how does it hold up in theory?"
477.
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aappleby
6y ago
Nice. Wish I'd seen this ~15 years ago when I was doing a font renderer.
478.
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aappleby
6y ago
All renders, no reality.
479.
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aappleby
6y ago
Because it's like staring into a mirror all day.
480.
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aappleby
6y ago
Oh and it does zero dynamic allocations except during atlas resize, which was very helpful in older builds of V8.
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