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mellinoe
searching PlanetScale…
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8 ms
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31.
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by
mellinoe
8y ago
> The desktop is pretty high-end and should just obliterate that Macbook I was also a little surprised at how well the MacBook performed, but it's quite reproducible for me. To be fair, this desktop is actually about 5 years old, an
32.
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by
mellinoe
8y ago
> Great write-up! Your speedups look like they line up as expected. Would you happen to know why Aras's look a bit weird, is it the devices he's using? I'm referring to his Metal timings being more than 10x slower than D3D
33.
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Writing a Portable CPU/GPU Ray Tracer in C#
(mellinoe.github.io)
116 points
by
mellinoe
8y ago
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22 comments
34.
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by
mellinoe
9y ago
Is it really that hard to find them? I'm not that familiar with the current lineup of cards (still rocking a GTX 770 myself), but Amazon seems to have several 1050-1080 model cards in stock from various vendors. The prices do look a bi
35.
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by
mellinoe
9y ago
It's very different in practice. D3D11 contexts are explicit, real objects that you create, manipulate, and pass around. They can be properly and realistically handled in multi-threaded code. OpenGL contexts are opaque and global, and
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by
mellinoe
9y ago
> > Vulkan also requires a huge amount of code to do relatively simple things IMO, this is a common misconception. Or, at least, the extrapolation of it is. Vulkan might require a lot of code to initialize, and has extra responsibilit
37.
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by
mellinoe
9y ago
I guess I don't understand why this would be true: > The imgui framework handles the previous frames events when drawing the current frame. I'm not terribly familiar with the inner workings of these libraries, though, so I coul
38.
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by
mellinoe
9y ago
At least in dear imgui, the input information is provided every frame, so the system can track it over time. If you want to see if there was a double click, then you can call "IsMouseDoubleClicked", for example.
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by
mellinoe
9y ago
> Yet the draw button function returns true or false on whether it was clicked. But how can that be, this button has not yet been flush to the display? A button being clicked doesn't really have anything to do with whether it's
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Veldrid: a modern, cross-platform 3D graphics library for .NET
(mellinoe.github.io)
3 points
by
mellinoe
9y ago
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0 comments
41.
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by
mellinoe
9y ago
D3D, Vulkan, OpenGL (optionally) etc. do use a bytecode format, but that only covers shader modules, which are a small part of the overall API. I'm not that familiar with CUDA, but it looks like a large portion of it is delivered as a
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mellinoe
9y ago
It seems like a C API is a much better choice if you want your library to be callable from many different languages. What is a reasonable alternative without giving that up?
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by
mellinoe
9y ago
Very nice! I've always been fascinated by synth and sequencer programming. Small nit: I'm used to being able to drag "upwards" to make a knob's value higher, but here it seems to do cause the value to decrease. Perh
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by
mellinoe
9y ago
There's a few projects working in this direction, one of the coolest being Avalonia (IMO, at least). It's still in "alpha", although I heard a beta was not far off. https://github.com/AvaloniaUI/Aval
45.
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by
mellinoe
9y ago
The technology will work with any kind of app. I know that some folks working on one of the bigger UI frameworks, Avalonia ( https://github.com/AvaloniaUI/Avalonia ) have toyed with it recently. One thing to keep in mind
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by
mellinoe
9y ago
Just to clarify, we are actually calling the next version of .NET Core "2.0" so that the name aligns with .NET Standard 2.0, and so their relationship is more clear.
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by
mellinoe
9y ago
I don't know. From what I understand, this is still just a research project, and not something we have immediate plans to integrate into .NET Core. If we did that, though, I don't see why .NET Native wouldn't be considered as
48.
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by
mellinoe
9y ago
I've written an amateur, hobby-level engine, described here: https://mellinoe.wordpress.com/2017/01/18/net-core-game-engi... . This was more of a personal exercise for learning and experimenting than a se
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mellinoe
9y ago
I know it doesn't work with OpenGL ES, but RenderDoc works well on regular OpenGL apps, from my experience.
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mellinoe
9y ago
This is mentioned in the post, in case you missed it: > Further, normally such testing is best done with a tool like BenchmarkDotNet; I’ve not done so for this post simply to make it easy for you to copy-and-paste the samples out into a
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Does Valve really own Dota? A jury will decide
(arstechnica.com)
44 points
by
mellinoe
9y ago
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9 comments
52.
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by
mellinoe
10y ago
Yes, SharpDX does work on .NET Core. Although it's not "official", it is essentially the de-facto library for DirectX bindings.
53.
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by
mellinoe
10y ago
I have a 2015 Razer Blade Pro and it worked very well under Ubuntu 16.04. The touchpad, touch screen, wifi, etc. all worked well, at least on newer Linux kernels (the trackpad had issues on older kernels). I did some 3D graphics work, and t
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by
mellinoe
10y ago
If you look at this file, you should find the definitions for WebRequest and subclasses. It looks like the synchronous overloads you are looking for are there, but I'm not sure exactly which ones you want. Regardless, they should be th
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by
mellinoe
10y ago
> What I want to know is, will the sync (not async/await) methods be available on Linux on .NET Core? Yes, they most likely will be. If you search through the reference assembly interfaces listed here, you should be able to tell whe
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by
mellinoe
10y ago
It does not; it uses the same JIT and GC as the Windows version of .NET Core, and the code is also shared with the (full) .NET Framework that ships inside Windows. Actually, this has always been the case for .NET Core, but you may be thinki
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mellinoe
10y ago
Yes, you can specify a relative/absolute path in DllImport if you'd like. Generally it is easier to get consistent behavior if you either: 1) rely on the user to install the binary somewhere and place it on the path, or 2) deploy
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by
mellinoe
10y ago
Most of the documentation/tutorials you find will be perfectly relevant, but they may be Windows-centric based on .NET's history. At a really basic level, you simply declare a "static extern" method with a "DllImpor
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by
mellinoe
10y ago
Assuming you mean "foreign function interface", then yes, P/Invoke is supported on .NET Core just as it is in the .NET Framework (the Windows component). We use it extensively in the core libraries to access platform function