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royjacobs
searching PlanetScale…
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10 ms
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61.
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'Juggler Encore' real-time hologram of a 1986 ray-traced animation
(youtube.com)
2 points
by
royjacobs
3y ago
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0 comments
62.
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royjacobs
3y ago
This reminds me of one of those software protection libraries. I think it was by Syncrosoft, the company that used to protect software like Cubase before it got acquired by the manufacturer of Cubase, Steinberg. Basically you'd write y
63.
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royjacobs
3y ago
This is pretty cool, but at the same time it's unfortunate to be reading things like "one could simply write" followed by "hc: impl HealthCheck<check(): Send> + Send + 'static". I really enjoy writing Rus
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royjacobs
3y ago
Quite niche, or quiche.
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royjacobs
3y ago
Those tools are typically used to augment existing footage whereas a tool(l) like this is much more focused on procedural content creation like Houdini or indeed many other tooling that comes from the demoscene, which is where this came fro
66.
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royjacobs
3y ago
Heh, what a coincidence. I was noticed the Android player Symfonium announced support for OpenSubsonic and the first link is this HN topic created less than an hour ago. I might add support for it in the Subsonic server I wrote (mostly for
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royjacobs
3y ago
Your question was why the advice was given to avoid ThreadLocals. This is the primary reason. It's not necessarily related to avoiding a larger memory footprint.
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royjacobs
3y ago
This is such a good way to make these old games look really spectacular. 2d graphics of the era haven't aged particularly badly but old 3d games usually look pretty janky (imo!). Being able to literally see them in a new light is wonde
69.
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royjacobs
3y ago
Typically ThreadLocals are used whenever something is costly to initialize per-request. The rule of thumb is usually: you might want to use some heavy object without locking, so you stick into a ThreadLocal. However, if suddenly you have a
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royjacobs
4y ago
I can definitely recommend Guy Delisle's books. He has books on Pyongyang, Shenzhen, Burma and Jerusalem and they're all excellent.
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royjacobs
4y ago
I hope so, too! I like asdf as a concept but it's just way too slow for daily use.
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Runtime Executor (asdf rust clone)
(github.com)
3 points
by
royjacobs
4y ago
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3 comments
73.
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Unreal Engine: Verse Language Quick Reference
(dev.epicgames.com)
1 points
by
royjacobs
4y ago
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2 comments
74.
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royjacobs
4y ago
Whenever I see news about libreboot the first thing that happens in my brain is that I somehow associate it with a library that handles rebooting. Takes a few seconds every time to, well, reboot my thoughts.
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royjacobs
4y ago
This reminds me of very early pixel shaders, which could only consist of about 6 assembly instructions.
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Posh Brolly, an online shader editor
(poshbrolly.net)
2 points
by
royjacobs
4y ago
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0 comments
77.
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royjacobs
4y ago
Agreed. I don't think the PC demoscene at that time even had 6000 sceners that were well-known enough for Gravis to send them sound cards.
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royjacobs
4y ago
You'd still need the same kind of interop layer. The question then becomes if there are more or fewer classes and methods you'd need to wrap on the Rust side.
79.
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royjacobs
4y ago
A little bit of everything, but the WebGPU stuff requires a full interop layer to translate WebGPU calls on the Rust side into calls on the JS side (a poor man's wasm-bindgen basically). Additionally, there's just a lot of code be
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royjacobs
4y ago
I'm actually in the process of writing a demoscene 64k in Rust+WASM, that will be contained in a single index.html. Actually not sure if I'll get around to finishing it, but currently a WebGPU-based renderer + scene graph + softsy
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royjacobs
4y ago
BeRo is a demoscener who's still writing a ton of stuff in Pascal, IIRC. [0] [0] https://www.rosseaux.net/
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royjacobs
4y ago
What kind of stuff do you want to do on a 6502 that requires emulated floating point support?
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royjacobs
4y ago
This pattern has been used for GUI toolkits as well. I specifically recall seeing it in the Caliburn.Micro framework for C#. It takes a bit of getting used to but it's pretty neat. A quick Google found that this tutorial shows the tech
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royjacobs
4y ago
My biggest pain point with Rust (in a startup context) is that Rust works really well, until you get to anything related to threading or async. Yes, the claim is "fearless concurrency" but you'll still deadlocking mutexes and
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Made in Eindhoven: the small Dutch city that became a tech powerhouse
(ft.com)
1 points
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royjacobs
4y ago
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0 comments
86.
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royjacobs
4y ago
That's a pretty reductive (and needlessly negative) characterisation of a YouTuber who does a great job of finding pretty random science tidbits all around the globe and making short, to-the-point videos about them.
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royjacobs
4y ago
The same author has another book from around the same time called "Gardens of Imagination" which explains how to write a Wolfenstein 3d-style raycaster. I can highly recommend that book as well.
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Volar: A New Beginning
(blog.vuejs.org)
2 points
by
royjacobs
4y ago
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0 comments
89.
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by
royjacobs
4y ago
This is pretty cool! It's surprising to see the project be at version 0.2.5 when the first commit was _yesterday_ though. What's the reason behind cutting this many releases?
90.
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royjacobs
4y ago
Just to add a data point, I've written a tiny Rust library [0] that can compile to WASM, that is quite effective for smaller payloads. It is based on PAQ so memory usage explodes a bit once you start compressing large files, but on sma
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