Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
corysama
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
35 ms
·
421.
▲
by
corysama
3y ago
https://huggingface.co/spaces/jiawei011/dreamgaussian
422.
▲
by
corysama
3y ago
It was just ellipsoids. I don’t know if any game specifically used Gaussians. But, the idea of splatting points, Gaussians, ellipsoids and a variety of other shapes has been around for at least 20 years. The novelty of the paper was in usin
423.
▲
by
corysama
3y ago
The splats are pretty easy to manipulate. At least as easy as triangles. It’s just that there has not been much attention paid to them historically. So, there are no content pipelines yet.
424.
▲
by
corysama
3y ago
You would like https://halide-lang.org/
425.
▲
by
corysama
3y ago
The “Long Form Landing Page” is a science that has been popularized and refined since the dawn of the consumer internet. It’s all about slowly building emotional investment from the user to trick them into pressuring themselves to engaging
426.
▲
by
corysama
3y ago
The more expensive the cover the better. “I paid a world-class consulting consultant company top dollar to vet this idea and they produced ton of documents about how great it was. And, yet it failed. But, I’m not at fault here. What more wo
427.
▲
by
corysama
3y ago
A very old trick for running Lua in your PlayStation 2 game (where the PS2 is a machine with 32MB of RAM and no memory paging) is to hook Lua’s realloc function into the venerable Doug Lea’s Malloc ( https://gee.cs.oswego.edu/
428.
▲
by
corysama
3y ago
If you are looking for an upgrade to make playing Doom today look like it did in your memory, there's https://www.moddb.com/mods/doom-voxel-project Review by Digital Foundry https://www.youtube.com/
429.
▲
by
corysama
3y ago
I switched to the Ian Fast Knot maybe 15 years ago. Took a few minutes to figure out the motion, but then it's easier than a classic knot. Now I just leave my shoes tied and slip them on and off. The knots come loose once a year or two
430.
▲
by
corysama
3y ago
This is part of an excellent series https://www.copetti.org/writings/consoles/
431.
▲
by
corysama
3y ago
Games that expect a large revenue are expected to negotiate a custom contract with Epic. That has been their practice going back to Unreal Engine 1.
432.
▲
by
corysama
3y ago
The view-dependent bit reflects the simplicity of the data. The data is similar to an oriented, stretchy box that you interpret as an oriented, stretchy, fuzzy ball (the Gaussian field). What you do from there is up to you. Classically, re
433.
▲
by
corysama
3y ago
What’s new in the paper is the technique to generate the gaussians from photos. The output that is used to render uses a technique that is a decade or three old, but not terribly practical until recently. For me, a rendering guy, that’s gre
434.
▲
by
corysama
3y ago
Over in r/OpenGL, r/GraphicsProgramming, r/gameenginedevs, I and most others recommend https://learnopengl.com/ https://raytracing.github.io/ https://www.realtimerendering.com/
435.
▲
by
corysama
3y ago
I would expect transmission of the data to require far more energy than decoding. Even loading the data from local storage should outweigh decoding. Math is cheap, but bits are heavy. Moving them is slow and expensive.
436.
▲
by
corysama
3y ago
That’s exactly where Lua came from. They had a comfort language that was heading towards Turing complete. So, they took it there intentionally rather than accidentally.
437.
▲
by
corysama
3y ago
That explains why YouTube on my TV is consistently 10 decibels louder than all the streaming services.
438.
▲
by
corysama
3y ago
And, when you perform an operation on a register, like an add, the operation works on all of the values in that register simultaneously in a single instruction.
439.
▲
by
corysama
3y ago
The developer "Making of" blog post is great: https://phoboslab.org/log/2023/08/rewriting-wipeout The game: https://phoboslab.org/wipegame/
440.
▲
by
corysama
3y ago
I dunno... This looks pretty cool in a geek-cred way. And, his hair looks fine. https://twitter.com/BigscreenVR/status/1666617283832324097
441.
▲
by
corysama
3y ago
I have a routine where I take 1mg dissolved under the tongue only if and when I’m at the point that I’m almost asleep, but it’s not happening. It’s often enough to nudge me over the edge. If I could conveniently find 0.5mg sublingual pills,
442.
▲
by
corysama
3y ago
C++ compiler inlining capabilities have had to become magically powerful to keep up with the layers of small functions under every STL container method. Meanwhile, in some applications (games) high performance in debug builds is necessary.
443.
▲
by
corysama
3y ago
Charles Simonyi's Intentional Software was doing that back in the days of Windows NT https://www.youtube.com/watch?v=tSnnfUj1XCQ But, they stayed insular and enterprise right up until Microsoft bought them back. We mor
444.
▲
by
corysama
3y ago
There was a time in my life where I was an only child, living in the boondocks with Contra as my only game. It was Contra or go walk in the woods again. You know when you beat Contra, it restarts you at the beginning with your remaining liv
445.
▲
by
corysama
3y ago
Visual Studio upgraded Edit And Continue to support live code updates. https://learn.microsoft.com/en-us/visualstudio/debugger/hot-... If that’s not enough, there’s https://liveplusplus.tech/i
446.
▲
by
corysama
3y ago
This is pretty darn close https://www.theverge.com/23727583/spacetop-augmented-reality... https://www.sightful.com/
447.
▲
by
corysama
3y ago
Yep. RAD Game Tools (where the author works) combines "within-the-GPU compression" with content compression to make them work better together. They have a texture compressor that not only has high visual quality, but also sets up
448.
▲
by
corysama
3y ago
BC1,2,3 are just rebrandings of DXT1,2,3,4,5 https://en.m.wikipedia.org/wiki/S3_Texture_Compression ETC and EAC are the mobile world’s answer to the patent restrictions of DXT. ASTC formats are the mobile world’s answ
449.
▲
by
corysama
3y ago
And, if that's not enough for you :P https://www.reddit.com/r/TheMakingOfGames/search?q=diablo&re...
450.
▲
by
corysama
3y ago
Oxide's "On the Metal" podcast is an incredibly fun deep dive into technical issues no one should have to deal with as told by people who lived them. "Deep" as in: software DRAM drivers, Ring -1 security, bespoke mo
More ›