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aappleby
searching PlanetScale…
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37 ms
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481.
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aappleby
6y ago
I wrote the texture atlas implementation for Google Maps and it's basically the same as the "simple shelf allocator" mentioned here with a few twists (grid-snapped allocation, tunable allocation granularity, resizable atlases
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aappleby
6y ago
I thought the same thing, but they really are sending N completely separate signals spatially separated at the transmitters, then deconvolving them (sort of) at the other end. Relies on very complicated structure inside the glass of the fib
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aappleby
6y ago
Can Kaitai Struct store its metadata in a binary form that's parseable with Kaitai Struct? Seems like there's an obvious bootstrapping task there that would then make the custom .ksy format irrelevant.
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aappleby
6y ago
Perunit
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aappleby
6y ago
Soft boot doesn't have to read the bootloader from ROM again.
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aappleby
6y ago
Predeclared aliased pointers, STATEM/HSTATEM constants, len/Len, that kind of stuff.
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aappleby
6y ago
Not bad, I like that the author stuck with plain C instead of sse/aes. Looks like two interleaved 128-bit hashes, don't see any cross-half mixing. Code style needs a bit of cleanup, the sindex stuff obscures the algorithm a bit. -
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aappleby
7y ago
"Sshd didn't work?"
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aappleby
7y ago
Even really smart people sometimes write really dumb code. Including you. :)
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aappleby
7y ago
It's James O'Keefe. Take with a mountain of salt.
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aappleby
8y ago
Haven't synthesized the whole thing yet. The chunks I did run through Vivado (spu, mbc, parts of gpu, parts of cpu) have me guesstimating at around 6000-8000 luts once it's all translated and pulled together.
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aappleby
8y ago
Hi folks, I thought the 30th anniversary of the Game Boy would be a good day to publish my current project. MetroBoy is a sort of ultra-low-level Gameboy simulator, more like Verilog than the C++ it's written in. Since this is the firs
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MetroBoy – a playable, circuit-level simulation of an entire Game Boy
(github.com)
10 points
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aappleby
8y ago
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4 comments
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aappleby
8y ago
Beware, contains errors. (been writing a gameboy simulator for a few months now...)
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aappleby
8y ago
I got your joke. :)
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aappleby
8y ago
Er, that's not an "area", that's the game trying to interpret some non-map-data as a map. :/
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aappleby
8y ago
One other bit of advice - a lot of the tutorials out there start with matrix math and eventually get around to drawing a triangle. I recommend reversing that - ignore the math and just get a triangle on screen using a trivial shader (takes
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aappleby
8y ago
Javascript + HTML5 Canvas is an easy start, and if you want to do even older-skool stuff you can treat the canvas as just a block of pixels and write your own 2D renderer on top of it.
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aappleby
8y ago
And for the love of deity , don't start with Vulkan/Metal/DX12.
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aappleby
8y ago
Start with WebGL, Shadertoy.com, and jsfiddle.net. No other tooling needed until you've got the basics of vertex buffers and shaders down. (20 year graphics veteran here who's boostrapped some coworkers)
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aappleby
8y ago
Yep, unrolled AES instructions are the way to go if you need to hash gigs of stuff and you're on a CPU that supports them. -Austin, SMHasher author.
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aappleby
8y ago
Because we have a billion users.
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aappleby
8y ago
14 gigabits per pin - quad-data-rate at 3.5 ghz clock.
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aappleby
8y ago
I'm one of the Google Maps developers that worked on the typed-array version of the loading code - hooray for DataView finally being a viable alternative. :)
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aappleby
8y ago
It's just a blob of bytes. If you write a 32-bit float and then read an int from the same location, you get whatever int those 32 bits form.
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aappleby
8y ago
An Arduino has none of the missing parts you mention (except interrupts), yet it's quite a useful device even in non-toy applications.
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aappleby
8y ago
Some uncanny similarities to my version - https://medium.com/@tanjent/refactoring-out-a-y-combinator-9...
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aappleby
8y ago
Not sure if it's still the case, but DataView used to be vastly slower than having multiple typed views (Uint(8/16/32)Array) of the same buffer. Could explain some of the perf difference.
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aappleby
8y ago
A good secondary hash would be the fmix methods from Murmur, or multiply-byteswap-multiply. However, having seen a lot of terrible user-defined hashes (I do a bit of consulting on an internal Google mailing list), I strongly advise against
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aappleby
8y ago
Murmur3 has good distribution properties and is much less code than City/Highway/Spooky. There are also some hashes based on hardware AES instructions (not crypto, just taking advantage of the mixing properties) that are near perf
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