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slimsag
searching PlanetScale…
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451.
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slimsag
5y ago
Wow, TIL! Can't believe I missed that, thank you.
452.
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slimsag
5y ago
Arguably, casual dabblers is what gets you increased support costs and does not land the big contracts. I wouldn't be surprised if AWS and GCP _intentionally_ do not do this because they'd rather focus on large enterprises "w
453.
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slimsag
5y ago
Not true. Good luck exporting the issues, pull requests, comments, discussions, wikis, etc. and bringing those to another platform. Ironically (and I am not defending them), Slack[0] is the only one of the three that has an official way to
454.
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slimsag
5y ago
I agree with you. At the same time, people use GitHub and see no issue with it.
455.
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slimsag
5y ago
Very cool introductory article! Game hacking techniques have gotten even more advanced and cat-and-mouse than this in recent years, though. My brother is really into this stuff and I hear a lot from him. For example, nowadays anti cheats li
456.
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slimsag
5y ago
Isn't this DigitalOcean's whole business model, basically?
457.
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slimsag
5y ago
From kvark himself, big fan of your work :) Very interesting, thanks for saying this, I wouldn't have thought SPIRV->Target could be faster than or near the same speed as WGSL->Target. I guess with compression probably being quit
458.
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slimsag
5y ago
Right. Nintendo cares about NVN[0], the lower level API for the Switch (not Vulkan, which they added much later as an option) Sony cares about GNM and their custom shader language PSSL[1]. Seems unlikely they'll support Vulkan anytime
459.
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slimsag
5y ago
Google's native implementation of WebGPU, Dawn, has DirectX/Metal/Vulkan backends, as well as fallback to OpenGL when not available. So it's already ubiquitous today, you just can't use it in the browser (yet)
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slimsag
5y ago
I think that is a reasonable statement. SDL includes other functionality like image loading, audio, etc. whereas GLFW is primarily focused just with getting a window with a graphics context for OpenGL/Vulkan/etc set up.
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slimsag
5y ago
Author here, sorry for the missing context. GLFW is very popular among game developers for opening graphics windows in a cross-platform way. This helps just Zig game developers for now, it's not a major contribution to game development
462.
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slimsag
5y ago
I agree with you about Web Shading Language not needing to exist. But I also don't think it's the end of the world, either. Google's Tint can translate between SPIR-V/GLSL/etc -> WGSL and vice-versa pretty well.
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slimsag
5y ago
In my view, WebGPU is the future of cross-platform graphics. I wrote about this and why we chose it for a game engine we're developing in Zig[0] It's the one API that Mozilla, Google, Microsoft, Apple, and Intel can all agree on.
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slimsag
5y ago
It's not so clear-cut, they're pouring a lot of resources into WebGPU and Safari.
465.
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slimsag
5y ago
Concentration could make a huge difference, though. Paint is in enclosed spaces without ventilation, often. Aeroplanes are not in the context of suburb effects.
466.
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slimsag
5y ago
I'll say I am definitely biased in favor of WebGPU up front[2]. WebGPU is focused on landing 1.0 currently, so yes, more features are not on the immediate roadmap. But they've been considering/investigating adding support for
467.
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slimsag
5y ago
The replacement filter (4in by 14in metal can filled wih activated carbon) is only $38. The up-front cost $100 is the price of the filter, plus a cloth filter which goes around it, and the duct fan. From what I understand, activated carbon
468.
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slimsag
5y ago
I would stay far away from Ozone, dangerous AF. > Relatively low amounts of ozone can cause chest pain, coughing, shortness of breath and, throat irritation. It may also worsen chronic respiratory diseases such as asthma as well as compr
469.
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slimsag
5y ago
All people will do is switch over to Medium.
470.
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slimsag
5y ago
You left out the best part: > We were expected to hit precise deadlines on multi-quarter projects (within two weeks), and when that inevitably didn't happen, we had to track all the time we spent on anything in 30 minute increments.
471.
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slimsag
5y ago
Interesting! Thank you!
472.
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slimsag
5y ago
I suspect one could fill an inner tube with a soft silicon used for mold making, I wonder how it would compare?
473.
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slimsag
5y ago
We also use it at Sourcegraph (to run arbitrary LSIF code indexers in a sandboxed environment)
474.
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slimsag
5y ago
very cool work :) If you like, add a screenshot or two and I'll include this in the next zigmonthly.org article you might also be interested to know about stub dynamic libraries, e.g. `.tbd` files on MacOS. That's what is in the M
475.
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slimsag
5y ago
The project is only 4 months old :) I will get to those bits and explain my vision there once the groundwork is done. In general, I have a preference of providing (1) solid groundwork, (2) libraries, and (3) extensive tooling. We're on
476.
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slimsag
5y ago
Oh, you're right. I feel a bit of a doofus now :) It's been a year since I looked at the Loop-Blinn paper, I had forgotten they did this. That's not a good excuse, I should've shut up or spent the time to actually look i
477.
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slimsag
5y ago
My understand is that Loop-Blinn performs constrained Delaunay triangulation prior to uploading an actual display list to the GPU, in effect turning its cubic curves into quadratic ones, from the paper: > The overlap removal and triangul
478.
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slimsag
5y ago
Yep, you probably read my comment before I edited and clarified, but you also need to eliminate overlapping geometry. Basically just build your graphics around non-overlapping convex and concave quadratic curves represented as triangles. Th
479.
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slimsag
5y ago
Interesting to hear, thanks for the info! I imagine Zig's SIMD is still very immature, I haven't tinkered with it at all yet either - so what I said above is pure speculation about the future.
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slimsag
5y ago
It'll be a bit before I can publish the paper, libraries, tooling etc. around this - it's been maybe 8 years in the making but slow - the general idea is: 1. GPUs are actually _ridiculously and stupidly_ excellent at natively rend
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