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mm_alex
searching PlanetScale…
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5 ms
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by
mm_alex
10y ago
this works quite well, and does not necessarily require any NN/machine learning. see the youtube for this paper https://www.disneyresearch.com/publication/scenespace/ tldr simple brute force weighted average
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Recorded mouse positions replayed over music video [NSFW]
(donottouch.org)
172 points
by
mm_alex
13y ago
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53 comments
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by
mm_alex
14y ago
LittleBigPlanet, our PS3 game, was (is) called 'ps3test1'. the sequel, LBP2, is... also called ps3test1. that project really was our first attempt to bring up a devkit, probably with a rotating cube. the project, and compiled output, on ev
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by
mm_alex
14y ago
Imma just gonna leave this here: http://hulkholden.github.com/n64js/ fully functioning n64 emulator in javascript, which dynamically recompiles mips asm to js so that your browser can JIT it into native code. the dev blog is full of amazi
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by
mm_alex
14y ago
surprised all the comments here are about whether he achieved compression or not. Point = Missed! the entire thing was an ingenious trolling exercise, as he says, to 'out trick the trickster'. his goal was to exploit the loose wording of t
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by
mm_alex
14y ago
reminds me of Bob Jenkins' (of hash function fame) comments on his resume [1]: IBM (1988) ... The existing code tended to shrink when I edited it. I wrote a total of minus 5000 lines of code that summer. Oracle (1989-2006) Oracle's code (C
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by
mm_alex
14y ago
I dunno about hurt blah blah blah but could you explain how exactly the 'modern API choices' provide 'GPU-raytraycing almost out-of-the-box'? if you search for ray tracing in opengl/directx/webgl, you will find no mention of ray-tracing, an
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by
mm_alex
14y ago
I understand why this always comes up, but in this particular case it's particularly 'un-useful'. I can tell you exactly what API calls he makes: on boot he makes API calls the equivalent of PlayGigantic3MinuteWav(), InitOpenGL(), Compile2S
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by
mm_alex
15y ago
it would be interesting to use a colour gradient (say from yellow to red) to indicate how long something survived, before it got deleted. so you could see immediately the different kinds of mistake - transitory ones, or stuff that took you
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by
mm_alex
15y ago
<ramble> true, true! and I apologise for sounding whingey before, I do not mean to rag on you or the OP (I know nothing about what is good/idiomatic haskell and how that relates to efficient haskell). but it still feels damn slow, m
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by
mm_alex
15y ago
done! paste this [1] into shadertoy (and I de-lurked on HN after 3 years to do this; who knew) nice effect, but it pains me that a multicore cpu implementation can be SO SLOW. modern pc's are fast, you know? not just the gpu... oh well. [1]