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searching PlanetScale…
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9 ms
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91.
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by
speps
3y ago
You should go simple and pick something like Python, add some unit tests to check your logic is sound. Everyone would understand Python, easy to edit and update.
92.
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speps
3y ago
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform. https://google.github.io/filament/
93.
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speps
3y ago
Let's see what'll happen to Ryujinx next... https://ryujinx.org/
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speps
3y ago
This video might be of interest, how to crack a C64 game. There's multiple protections and steps, it was quite interesting to see the length they've gone to slow down piracy. https://youtu.be/yVtKKb3wkYc
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speps
3y ago
Added a new issue [1] to add TLSF to the benchmarks as it's likely going to be faster in a single-threaded environment according to the rlsf crate [2]. [1] https://github.com/SFBdragon/talc/issues/26 [2]
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speps
3y ago
Unity did start making their own demos, but it seemed more to catch-up with Unreal Engine which did it since the start (eg. Unreal games where the name comes from).
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speps
3y ago
There's some NSFW scenes in A Clockwork Orange, you've been warned! Probably some other ones too...
98.
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speps
3y ago
Nvidia invested in CUDA for decades! Following research papers in computer graphics or physics for example, you'd find a transition from Fortran to CUDA over many years. That helped quite a lot when ML came back and CUDA made it easy.
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speps
3y ago
For 1: replace twitter.com with vxtwitter.com.
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speps
3y ago
Or be a "power user" and restore the old context menu: https://answers.microsoft.com/en-us/windows/forum/all/restor...
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speps
3y ago
"Zoozve" is its original name "2002VE" read as a word because an illustrator for a poster wrote his 2s looking like Zs.
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speps
3y ago
Looks like someone actually did the project described there: https://news.ycombinator.com/item?id=39232004 The original blog post was quite negative, building something like this doesn't necessarily need a specific aud
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speps
3y ago
Nice, hopefully it'll drown some of the more niche streams and surface more mainstream ones.
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speps
3y ago
8MB seems high for Rust. Even the project I did [1] which was using D (with GC) ended up with an 8MB WASM. Rust's WASM target is much more exercised than D's, so I think you might need to tweak some compile options. [1] https:&#x
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High Performance Content Defined Chunking (2013)
(moinakg.wordpress.com)
2 points
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speps
3y ago
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0 comments
106.
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speps
3y ago
It looks like what you get from making a more modern Minecraft engine, bit of a sensationalist editing of the title.
107.
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speps
3y ago
It's already patched: > Early tests seem to indicate that a crash is indeed present in PS4 up to 11.00 included, and PS5 8.20 included. (Which would put the patch for this issue at firmwares PS5 8.40 and PS4 11.02)
108.
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speps
3y ago
The page contents: https://archive.wikiwix.com/cache/index2.php?inframe=1&url=h... Had to disable JS to get the frame URL and load that instead.
109.
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speps
3y ago
Would anyone know how that works internally? Sounds very useful
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speps
3y ago
Behringer does really nice clones of these old synths, much more affordable (~120 EUR for this one): https://www.behringer.com/product.html?modelCode=P0DTD
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speps
3y ago
What's replacing LLVM? I didn't think LLVM was a problem, rather a necessary dependency to get all the optimization benefits, etc.
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speps
3y ago
The backstory written by one of the authors is worth a read: https://fgiesen.wordpress.com/2012/04/08/metaprogramming-for...
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speps
3y ago
It's being picked up again though: https://www.theregister.com/2023/09/27/servo_returns/
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speps
3y ago
Is this Box86 running Linux running WINE? That seems convoluted, but it's probably the most straightforward right now. Impressive!
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speps
3y ago
It's called NPM.
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speps
3y ago
Have, FlashDevelop, etc. You can probably still find the old versions of Macromedia Flash on Archive.org.
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speps
3y ago
Missed naming opportunity: kilosophy
118.
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speps
3y ago
I was briefly excited that it was related to the classic video game: https://en.wikipedia.org/wiki/Out_Run
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speps
3y ago
If you don't want the portability, you can also write basic drawing code in JS, eg. WebGL, Canvas, WebGPU, whatever other API. Then, you can expose some basic functions to your WASM interface. It's more flexible but not much more
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speps
3y ago
This is an interesting concept, getting the gameplay logic sent to the client this way. I guess it only works for simpler games so far, do you have any code examples?
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