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jblow
searching PlanetScale…
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55 ms
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511.
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by
jblow
11y ago
This is a waste of time. I am out of here.
512.
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by
jblow
11y ago
(And really my point is that I perceive there is an ambient pressure toward copying function parameters in general in order to minimize refactoring ... which is what I mean by there being an overall performance impact).
513.
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by
jblow
11y ago
Well, keeping in mind that I don't know much of the specifics of Rust, and am just making a guess at what it's like to use, this is what I mean: Actually predicting where data is really going to go involves solving the halting pro
514.
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by
jblow
11y ago
I see. Having to say .into() makes me feel a little better about it. But it does make it clear there is a runtime performance cost to insisting on a strict ownership model.
515.
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by
jblow
11y ago
Yeah, and this is one of the many reasons why performance programmers usually do not touch std::string.
516.
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by
jblow
11y ago
I am talking about the actual conversion of an unowned object to an owned object, which as nearly as I can tell involves copying the object? Implicitly? All the time?
517.
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by
jblow
11y ago
This way of doing things sure sounds like it has massive performance implications.
518.
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by
jblow
11y ago
Going further, why doesn't your shell show you while you're typing? I have seen one or two application programs that do this and it is VERY helpful.
519.
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by
jblow
11y ago
You could do that, but then you aren't storing events any more, you're storing world state again. (That is what it means to make events reversible .. or at least that is the straightforward way I would think to do it.)
520.
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by
jblow
11y ago
In most worlds, the oldest state just gets thrown out; you keep playing as usual, it's just that if you were then to try and rewind all the way to the beginning, there would be a limit on how far you can go. In world 4, though, where y
521.
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by
jblow
11y ago
There is a system of full-frames and deltas, like video encoding. Every frame gets saved and reproduced exactly. There is no interpolation.
522.
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by
jblow
11y ago
Exactly: I record the positions of all objects every frame (and other state variables), not the inputs that generated them. It is more expensive in terms of the amount of memory required, but it is much less expensive in terms of the amount
523.
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by
jblow
11y ago
In most real physics systems, you have to solve systems of simultaneous constraints in order to get the right answer, i.e. all the guys involved in an interaction are sort of going at the same time. (Though also these systems do tend to hav
524.
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by
jblow
11y ago
Indeed, this is a relatively trivial problem. There are reasons you might want to do something like this (like if you are trying to parallelize your sim) but I'd slot that under "open research problem that nobody agrees on".
525.
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by
jblow
11y ago
Not true, mostly. I recorded world state, not events. The one exception is world 5 where I record events so that your shadow-universe guy can do things. Event recording has a fair bit of history in games, especially as a debugging technique
526.
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by
jblow
11y ago
That is not remotely the whole argument. The argument is really about the fact that competition ultimately drives profit margin to zero. See his other writings for details.
527.
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by
jblow
11y ago
The problems described are accurate. From a modern standpoint, C and C++ are terrible. The only problem is that most new languages are more terrible along other axes, making them unusable for what C and C++ get used for. The author is accur
528.
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by
jblow
11y ago
This article seems goofy and weird. He spends a LOT of time randomly talking, in order to justify not using a profiler, when profiling is such a simple and easy thing. I know many high-performance programmers and all of them profile because
529.
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by
jblow
12y ago
Yeah, umm, especially in high-end games, the idea of every object "knowing how to draw itself", in the stereotypical OO way, is completely absurd.
530.
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by
jblow
12y ago
"This solution isn't perfect therefore we shouldn't do it"?
531.
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jblow
12y ago
Because now your ability to install your mission-critical software is dependant upon https://whatever.io actually being up. Which it certainly won't be forever. Or, you know, maybe someone updated the whatever.io installer
532.
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by
jblow
12y ago
The article is not good. It is true that games tend to be overly simplistic in this way, but it is really a design problem, not a technical problem. Technically, we can litter the ground with stuff and have plenty of permanent-world changes
533.
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by
jblow
12y ago
It's about how much friction is imposed on what. As anyone designing a "funnel" for web purchasing (or whatever) will tell you, a little friction goes a LONG way. Yes, of course you can go out of your way to get connected to
534.
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by
jblow
12y ago
It's not about giving your email address to everyone (I wouldn't want that either), but it's about having the friction-free option of doing so. There are a number of game-makers for whom I absolutely want to be emailed when t
535.
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by
jblow
12y ago
You are saying "anti-marketing" but what this really means is that they are putting less investment into production values than you prefer. The whole point is that it is doubtful that they will stay solvent if they put more money
536.
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jblow
12y ago
There are massive differences. For example, in the Windows world you are allowed to find out who likes your stuff and build relationships with them.
537.
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by
jblow
12y ago
Why is (2) dependent on anything regarding the number of samples you get at once? Sure, suppose there is a maximum block size; why does anything regarding copying "an entire something" require you to have filled that entire block
538.
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by
jblow
12y ago
Well, it depends on how that specific hardware is designed, but we could say that hardware that is designed to generate only fixed blocks of audio is very poor from a latency perspective. I think you will find, though, that most hardware is
539.
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by
jblow
12y ago
I am not sure we can make the assumption that the input and output devices are on the same clocks or run at the same rates. Maybe they are (in a good system you'd hope they would be), but I can think of a lot of cases where that wouldn
540.
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by
jblow
12y ago
I understand that people are downvoting this because it is just a negative comment, or something. But, I felt it was VERY important to call out information that is clearly false. Someone who doesn't know about audio programming might r
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