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cyber_kinetist
searching PlanetScale…
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cyber_kinetist
17d ago
At least the Chinese AI companies are doing good service open-sourcing their models back to the public.
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cyber_kinetist
20d ago
There is a real danger if Valve ever gets sold in bad hands - the only hope is Gabe Newell living long enough or find a good successor who can continue having a majority stake in the company.
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cyber_kinetist
20d ago
The "no A, no B, no C" pattern is a phrase that's frequently generated by Claude Code.
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cyber_kinetist
1mo ago
Most progress in data-driven robotics nowadays are done either in unicorn startups or corporate research labs - so you should follow the industry more than academia. The path to good robot performance isn't really in the models themse
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cyber_kinetist
1mo ago
Which counteracts with the EU's desire to have any kind of sovereign AI. Guess you have to lose something if you want to earn something...
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cyber_kinetist
2mo ago
I've read both, but Baudrillard is more lucid and insightful in his writing. I would suggest reading Symbollic Exchange and Death (his magnum opus) instead of Simulacra and Simulation first though.
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cyber_kinetist
2mo ago
It has been a while since bro has become a gender-neutral term, particularly in younger circles...
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cyber_kinetist
2mo ago
Rust is slow to compile, and not that productive when writing gameplay code (see https://loglog.games/blog/leaving-rust-gamedev/ ) Odin... technically not a scripting language, and haven't used it that much. B
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cyber_kinetist
2mo ago
Niche as in... I haven't heard anyone using it except for the studio that made it (Gaijin Entertainment). Might be a good language (at least from what the docs suggest), but needs some marketing to increase adoption...
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cyber_kinetist
2mo ago
For gamedev scripting, the gap has not been filled yet. Lua is good for embedding but the language itself is terrible for LLM usage (too much dynamic typing). C# is too heavy for scripting usage (long compile times, clunky to embed into a C
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cyber_kinetist
2mo ago
There was an even better version of GJK published around 2017 which made it more numerically robust: the Signed Volume Method ( https://dl.acm.org/doi/10.1145/3083724 ) OpenGJK is written by the same author, and is
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cyber_kinetist
2mo ago
Nope it uses modern OpenGL and LWJGL bindings under the hood. Recently they're in the process of switching the entire thing to Vulkan.
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cyber_kinetist
2mo ago
Note that I've used the term "Graphics Programming" rather than just "Computer Graphics". The RTR book doesn't teach you the programming side of things at all, the material is more theoretical and reads more li
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cyber_kinetist
2mo ago
Nope, the limitations are just too huge for actual usage. Heard Godot Engine tried to use MoltenVK for macOS but experienced too many issues so they just developed a Metal backend. The fundamental problem is Metal 3 is just too high-level t
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cyber_kinetist
2mo ago
I think the dark side of OpenGL for beginning graphics programming is that debugging can be really frustrating! I really think learnopengl.com should have a mandatory section for how to use RenderDoc ( https://renderdoc.org/
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cyber_kinetist
2mo ago
I think if you're trapped in the Apple ecosystem then Metal is your only production-quality option. But beginner-level learning material for it is quite sparse, so it's better to transition from OpenGL to Metal rather than learnin
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cyber_kinetist
2mo ago
Android smartphones are notorious in having low-quality Vulkan drivers full of bugs and spec violations... (I'm looking at you Qualcomm!) A data point: SDL3-GPU maintainers announced that they will not give a shit about Android suppo
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cyber_kinetist
2mo ago
> I'm working on a "Post-Modern OpenGL" tutorial that exclusively teaches the most "modern" (merely a decade old) APIs and practices of GL 4.6. But, writing is slow going... Is it the AZDO stuff? Quite interested
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cyber_kinetist
2mo ago
> If you're looking for fundamental material, the last thing you want is learning a very (not slightly) outdated and weird API. I've never seen a more detailed tutorial than LearnOpenGL that actually goes through the concepts o
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cyber_kinetist
2mo ago
The one and only Holy Bible of Graphics Programming. If you're starting to learn computer graphics, just study through the entire site and do the examples one by one. It doesn't matter one bit that it uses a slightly outdated API
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cyber_kinetist
2mo ago
If you want to use glBegin() / glEnd() - like immediate API with modern OpenGL, I reecommend using a library called RLGL ( https://github.com/raysan5/raylib/blob/master/src/rlgl.h ), from Raylib.
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cyber_kinetist
2mo ago
In 2026: Yes yes, please please learn this if you're beginning computer graphics. This is basically the One and Only Holy Bible of graphics programming, and dealing with a slightly outdated and weird API doesn't make it worse ev
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cyber_kinetist
3mo ago
I think the main issue is that Bun relies heavily on existing C++ libraries like JavascriptCore, and these require RAII and ref-counting semantics from C++ that are closer to Rust than Zig. You could write a JS engine with Zig-like idioms (
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cyber_kinetist
3mo ago
If both parties are actively willing to do it anyway, then why do votes even matter?
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cyber_kinetist
3mo ago
The art of Unsafe Rust is marking the right demarcation with the right set of invariants that Safe code must adhere to inside the module that uses Unsafe. If you do this incorrectly, then even Safe code outside the unsafe block can cause un
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cyber_kinetist
3mo ago
> We can gradually refactor it Is quite a hell of a statement, when memory management issues are highly nonlocal and need some careful design upfront in order for you to nail it. Unsafe isn't something that you can gradually clean u
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cyber_kinetist
3mo ago
You do have to inevitably use unsafe because of FFI (Bun uses existing C++ modules like JavascriptCore for most functionality). Optionally also for performance (at least if you want to win Deno on that front)
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cyber_kinetist
3mo ago
> clear well-scoped unsafe boundaries This is not done by blindly porting Zig code 1:1 and calling it a day. You do have to make conscious decisions about code architecture to manage Unsafe code, since you need choose the right invariant
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cyber_kinetist
3mo ago
... it's a joke. A perfect example of how Plan 9 humor works.
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cyber_kinetist
3mo ago
I think it can actually be a bit better in terms of artistic consistency to have a fixed set of materials you can work with in a given game. Very important if you want any sort of stylized rendering!
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