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mabster
searching PlanetScale…
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121.
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by
mabster
2y ago
Companies have complex telecoms but generally want the outside as one company number. Solution, the sender send a packet with the number they should get perceived as. Everyone sends this on. Everyone "looks the other way" by desig
122.
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by
mabster
2y ago
I'm the same. I've used a lot of build systems over the years and they all get complicated fast. And they always have "spooky action at a distance". I prefer the simplicity and expliteness of makefiles. Every time I'
123.
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by
mabster
2y ago
I was doing the "chase the beam" approach, but never got it off the ground (home project, mostly curiosity). But always on the back of my mind was: even if you're doing everything in low latency HDMI signals, there's no
124.
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by
mabster
2y ago
Yep, we've always had our own implementation of std::shared_ptr<> for this reason. Either the reference is elsewhere (and now you have to dereference another area of memory occasionally which is the worst case for cache performan
125.
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mabster
2y ago
Every work place I've worked at has their own container classes for performance reasons. We did use some C++ standard library but very sparingly. For example, std::unique_ptr<> was fine, but std::shared_ptr<> was not becaus
126.
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by
mabster
3y ago
I don't know why no-one here sees this as a bad design... If a line is missing a newline then we just disregard it?! A way better way to deal with newline is it's a separator like comma. And like in modern languages we allow a fi
127.
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by
mabster
3y ago
I picked up my git workflow from a very commit-centric workplace. Instead of stashing or anything like that we would commit with the text "WIP". Every time we had a stable point, we would make a "WIP" commit and then con
128.
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by
mabster
3y ago
I haven't kept up in this space, but there was a bunch of papers under "cache agnostic algorithms" that were actually taking the concept of cache into account. The cache agnostic here being regardless of cache size, sort of t
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mabster
3y ago
It's not even necessarily enough for communication. With the Pareto curve on word commonality it's really quick to get high percentages of vocabulary. But it's the words you don't know on a sentence that are usually the
130.
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by
mabster
3y ago
I really wish something like https://github.com/fasiha/ebisu becomes the norm. That is, the idea of fitting the cards to your time (by prioritising) rather than you having to do everything there software wants. The onl
131.
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mabster
3y ago
I started making the cards, noticed a lot of repetition in what I was doing and then started coding solutions to clusters of cards. I definitely spent way too long on the "making the cards" phase!
132.
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by
mabster
3y ago
Argh, sounds really frustrating! It's hard enough to get accuracy when you can control operations never mind when the compiler is doing magic behind the scenes! FMAs were difficult. The Visual Studio compiler in particular didn't
133.
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by
mabster
3y ago
I spent most of my career working with rsqrt haha. And had my fair share of non-754 architectures too! Every 754 architecture (including SSE) I've worked on has an accurate sqrt(). I'm assuming you're talking about with "
134.
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by
mabster
3y ago
For game development we had them off as well because of performance issues. Most stuff calculates around 0 so it was pretty common to trigger denorms. The slowing down on Intel platforms has always frustrated me because denorms provide nice
135.
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by
mabster
3y ago
I'm surprised by this, regarding sqrt. The standard stipulates correct rounding for simple arithmetic, including sqrt ever since 754 1985. Unless of course we are talking about the 80 bit format. If that's not the case, would be i
136.
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by
mabster
3y ago
Back in the day I had a dual boot machine and was using a corner skin of Winamp on the Windows side and missed this on the Linux side. So I started reverse engineering the Winamp skinning engine with the intention of making an engine that c
137.
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by
mabster
3y ago
I'm surprised by that as well. I haven't done this stuff for quite a while, so my memory might be foggy, but the main advantage of Vulcan was that you can control all the CPU locking rather than the API doing it. This allows you t
138.
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by
mabster
3y ago
I've done games in both. My favourite is mostly imperative C++ so you can use templates.
139.
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by
mabster
3y ago
I think the larger writings like books are generally going to be written by academics so they'll be rigorous and hard to read. So that leaves blog posts for most developers actually implementing this stuff. But the solution here is tha
140.
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by
mabster
3y ago
I thought derivative works were okay if they were "transformative"? That lawsuit sounded like he had copied text verbatim. I'm not in the US, so I could easily be off base. I really enjoyed The Time Ships by Stephen Baxter, w
141.
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mabster
3y ago
I've got an engineers style mindset for these kind of calculations. 897 is about 900. 394 is about 400. 900×400 = 360,000. Only 2% error!
142.
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by
mabster
3y ago
When I was doing a lot of C++ gamedev, we were definitely doing a lot of stuff that would trip up static analysis, e.g. X-macros. We would still use refactoring tools even though they would often miss stuff. You just rely on a combination o
143.
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by
mabster
4y ago
When I was doing low-level optimisation for games (lots of SIMD), I was using mine quite frequently. Now that I'm doing more application development it's sitting on my bookshelf looking neglected.
144.
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by
mabster
4y ago
I once had a function call in a rather large outer function causing unbalanced stack operations. It would pop more space than it pushed to invoke the function. Thankfully that meant a pretty quick crash. After trying a number of things, th
145.
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by
mabster
4y ago
I started game development around the Gameboy Color days and everything was in assembly. Every other platform had shifted to C/C++. It wasn't bad actually. We had macros to do 16 bit work with 8 bit registers, etc. so the code wa
146.
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mabster
4y ago
There's also "Krondor, The Betrayal" where he turned the game back into a book! Unfortunately not as good as his earlier works.
147.
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by
mabster
5y ago
I tried to use the spec as a description of disassembled data sections for a toy disassembler I was writing a while back. So I was using the spec but not the tools. It is great that the spec is YAML because that's quick to get up and r
148.
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by
mabster
5y ago
We had a touch typing class in the mid nineties in South Africa. I told my teacher I don't need to touch type (I could already use a keyboard from tons of programming) so she said if I could beat her I could sit it out. I beat her and
149.
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by
mabster
5y ago
This. But you can get pretty close to "stuffing in the bits". What we used to do to get a random float: Set the exponent to 0 and stuff in bits for the significand. This gets you a random float in the range [1,2). Now subtract 1.0