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jesse__
searching PlanetScale…
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121.
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jesse__
9mo ago
It's a dependency .. do you not consider dependencies as part of your codebase?
122.
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jesse__
9mo ago
Several times in 10 years, sure. Many times every year, certainly not. I'm getting downvoted, but I stand by my statement.
123.
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jesse__
10mo ago
I mean, I agree with the notion that a great type system is part of a great language, but the type system is only a small part of the overall whole. Haskell has a great type system, but it fails miserably at many trivial tasks I care abou
124.
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jesse__
10mo ago
More recently, net-positive thorium-salt fusion reactors
125.
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jesse__
10mo ago
lol .. add one more reason to the overflowing fountain of reasons to not use anything in std
126.
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jesse__
10mo ago
> great languages like [...] Haskell We have very different opinions on what makes a great language
127.
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jesse__
10mo ago
By the authors definition, I've been writing perfect software for over a decade. It's never required LLMs. In fact, I think the idea that "LLMs allow us to write software for ourselves" borders on missing the point, for
128.
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jesse__
10mo ago
Agreed.
129.
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jesse__
10mo ago
> the key to productive software development is more and more libraries You had me until this statement. The idea that "more and more libraries" is going to solve the (rather large) quality problems we have in the software ind
130.
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jesse__
10mo ago
> It is also painfully slow, the computational complexity of a + b, an operation so fast in CPU that it's literally an instant, is O(a + b), addition is linear in time to the added values instead of a constant operation. To me, this
131.
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jesse__
10mo ago
Yeah, I think you're right. Maff still maffs though. Units work out to MWh/h.. which makes sense to me
132.
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jesse__
10mo ago
I think a large steel foundry uses approximately 1/10 of the power of this facility. Arc furnace foundry : 500 kw/tonne Production : 150 t/hr 500*150 = 75 MW/h
133.
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jesse__
10mo ago
well put
134.
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jesse__
10mo ago
We all know that lines of code is a poor measure of project size, but that said, 40k sloc is not a lot
135.
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jesse__
10mo ago
yo, completely off topic, but do you work on a voxel game/engine?
136.
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jesse__
10mo ago
I agree that what you're saying is true, but in the context of my comment, I stand by the statement that cycles/op is still a more meaningful measurement of performance than seconds. --- Counter-nitpick .. your statement of "
137.
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jesse__
10mo ago
Wonderful article. I wish more people had this pragmatic approach when thinking about performance
138.
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jesse__
10mo ago
Excellent corrective summary. "Compilers can do all these great transformations, but they can also be incredibly dumb" -Mike Acton, CPPCON 2014
139.
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jesse__
10mo ago
> Compilers outperform humans here almost all the time. I'm going to be annoying and nerd-snipe you here. It's, generally, really easy to beat the compiler. https://scallywag.software/vim/blog/simd-pe
140.
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jesse__
10mo ago
I prefer a different encoding: cycles/op Both ops/sec and sec/op vary on clock rate, and clock rate varies across machines, and along the execution time of your program. AFAIK, Cycles (a la _rdtsc) is as close as you can get
141.
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jesse__
10mo ago
What is a serialization format, if not a data encoding "that one can therefore send to another machine" .. "Or deserialise into native language specific data structurs" ..? I'm very confused by your comment.
142.
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jesse__
10mo ago
> you could make this in python in few weeks lol
143.
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jesse__
10mo ago
> the look and aesthetic of some of your screenshots is awesome. reminds me of ultima online in the best way possible Thank you! > It's like looking into the future, will there be a point where you can just render the entire scen
144.
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jesse__
10mo ago
Funny coincidence on naming. I called the project Bonsai because I tended to it in a similar way that someone tends a bonsai tree; carefully, over years. Not sure of the origin of the Bonxai name
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jesse__
10mo ago
Sweet, thanks for the summary :) I've been wanting a good mesh->voxel pipeline. I'll have to check out Voxel Max's facilities there.
146.
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jesse__
10mo ago
Hello, author here :) I originally chose to go with axis-aligned blocks and hard axis-aligned normals because I liked the aesthetic. I've since slightly course-corrected; each voxel has bent normals which follow the surface. How much
147.
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jesse__
10mo ago
Hello, author here :) I've been thinking of doing a series of blogs on the journey but .. it's been a journey , which is a lot to write about in full. In short, a few places where I've been able to prefer simplicity: 1. All
148.
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jesse__
10mo ago
I'm curious, did you specifically choose Voxel Max over MagicaVoxel for any reason? > I’ll have to try some of my assets out in this engine. The asset loading is currently broken in Bonsai after a big rewrite, but it's the next
149.
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jesse__
10mo ago
Author here.. that was kind of the point.
150.
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jesse__
10mo ago
Hello, author here. It's actually more efficient to do a hybrid approach, especially at high view distances. Rasterizing triangles is extremely fast, and is basically a perfect primary-ray intersection. Ethan Gore recently did some e
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