Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
kookamamie
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
7 ms
·
91.
▲
by
kookamamie
1y ago
Perhaps. Then again, advocating things like Singleton as anything beyond a gloriefied global variable is pretty high on my BS list. An example: https://martinfowler.com/bliki/StaticSubstitution.html
92.
▲
by
kookamamie
1y ago
Let's just say I think a lot of damage was caused by their OOP evangelism back in the day.
93.
▲
by
kookamamie
1y ago
Funny, I dismiss the opinion based on the author in question.
94.
▲
by
kookamamie
1y ago
Yes, though C has restrict in the language now, but C++ does not.
95.
▲
by
kookamamie
1y ago
Yes, my thinking here isn't about the semantics of code, whether it is written in dense or terse form, but about the more meta level - code itself is something we write to achieve some goal, it shouldn't be the goal by itself. As
96.
▲
by
kookamamie
1y ago
There have been cases like that, e.g., RDR2, but I think it mostly comes down to implementation quality.
97.
▲
by
kookamamie
1y ago
Maybe if we added ALWAYS BE RIGHT NEVER BE WRONG it will work this time?
98.
▲
by
kookamamie
1y ago
Lines of code is a byproduct, not the goal. Code is an artifact, undesired debris. The fewer lines, the better.
99.
▲
by
kookamamie
1y ago
Yes, that's the essential reason. Even though that barrier has been lifted with Vulkan matching DX12 in many ways, the accumulated mass moves slowly.
100.
▲
by
kookamamie
1y ago
> __restrict__ Pointers Ahh, my favorite nitpick from C++ not having sane default aliasing rules spills to the CUDA-land.
101.
▲
by
kookamamie
1y ago
There are issues in Windows going beyond just added bloat. I don't think its kernel can compete or keep up with Linux's, as an example.
102.
▲
by
kookamamie
1y ago
This is the right question. The article reads like answering a XY-problem, where instead focusing on the actual issue, the author triples down on polishing a turd.
103.
▲
by
kookamamie
1y ago
It is even funnier when you consider that the entire algorithm is deterministic, assuming a fixed seed for a PRNG.
104.
▲
by
kookamamie
1y ago
Here's the algorithm described without the quantum nonsense: 1. Analyze Rules: Extract valid patterns (modules) and their compatibility rules (adjacency constraints) from input or define them. 2. Initialize Grid: Create an output grid
105.
▲
by
kookamamie
1y ago
> Each tile has a superposition of possible states This is like saying an uninitialized integer has a superposition of all possible values. I find it a very convoluted way of saying "each tile has a set of possible next states"
106.
▲
by
kookamamie
1y ago
> Wave Function Collapse I've always found the name pretty misleading and grandiose, relative to what the algorithm actually does.
107.
▲
by
kookamamie
1y ago
…or, you could have a product that does not hinge on some micro-optimization of a website layout.
108.
▲
by
kookamamie
1y ago
If Siso is a drop-in alternative to Ninja, are there builds of Siso usable for building Ninja-projects, in general?
109.
▲
by
kookamamie
1y ago
An awesome contribution nevertheless!
110.
▲
by
kookamamie
1y ago
It says it's "next gen" - how is that? Besides that, I think the UX could use some improvements - the landing page captions look glitched and the UI iconography looks "murky", for the lack of better word. Nice effor
111.
▲
by
kookamamie
1y ago
Nice. Except that Mode X was not usually called 13h. The former would be 320x240 and the latter 320x200. Technically X would be a variant of the 13h, though.
112.
▲
by
kookamamie
1y ago
They are adamant in their conviction to oust the impostor, it appears.
113.
▲
by
kookamamie
1y ago
This is not a good idea in practice. Why not bundle the metadata as JSON or Protobuf via an aux file?
114.
▲
by
kookamamie
1y ago
Yes, they introduced the concept in their paper. See this article for an in-depth guide to the topic: https://ciechanow.ski/alpha-compositing/
115.
▲
by
kookamamie
1y ago
You absolutely want premult alpha when dealing with multiple transparent layers in graphics.
116.
▲
by
kookamamie
1y ago
> Treat prompts as version-controlled assets This only works if the model and its context are immutable. None of us really control the models we use, so I'd be sceptical about reproducing the artifacts later.
117.
▲
by
kookamamie
1y ago
Very sorry about that :D
118.
▲
by
kookamamie
1y ago
Gaffer has summarized most of this quite well years ago. E.g. https://gafferongames.com/post/fix_your_timestep/
119.
▲
by
kookamamie
1y ago
Assuming the timestep refers to the parts of code dealing with game logic updates, such as physics or motion, variable-sized steps tend to cause nasty issues. Collision detection is an example, where variability is undesired.
120.
▲
by
kookamamie
1y ago
> For many games variable timestep is a good choice. It really isn't.
More ›