Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
vvanders
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
27 ms
·
271.
▲
by
vvanders
5y ago
If you've chased heap corruption printf doesn't really help you much but a data breakpoint is a godsend. Same thing with watch windows, memory views and the like. There are classes of problems that do well with printf but calling
272.
▲
by
vvanders
5y ago
Maybe it was because I was exposed to it early in my career but I have yet to find anything that rivals Visual Studio debugging, either from a "just works" perspective or ability to deep-dive into gnarly memory corruption(memory w
273.
▲
by
vvanders
6y ago
Damn, that's pretty depressing. I really wouldn't like to migrate away but I can't say all the info that's been coming back has been making me want to have them as a part of my network infrastructure.
274.
▲
by
vvanders
6y ago
Yeah it's a pretty big bummer. I used to recommend their stuff a lot and I don't know if I'll be able to do that from now on. It's not like their hardware is cheap, I'd much rather pay a monthly subscription than b
275.
▲
by
vvanders
6y ago
If you care about interference ethernet over power is awful. It basically turns all of your electrical wires into a giant antenna and broadcasts that as broadband noise over multiple miles. The only reason the things aren't outright ba
276.
▲
by
vvanders
6y ago
That depends largely on the driver. It's not a guarantee but I've seen pretty solid perf wins on the drivers that support it. From a hardware perspective just about every Android SoC minus a few odd ones have unified memory so the
277.
▲
by
vvanders
6y ago
While broadly right this has some inaccurate parts, in particular: > If we were talking about OpenGL, there would be absolutely nothing you can do. In OpenGL or other older APIs, it’s only possible to do API calls from one thread. Isn&#x
278.
▲
by
vvanders
6y ago
Let me try to be a bit more to the point, game engine features are not just "drop-in", by adding a feature to one part of the engine there's a high probability that you make another part of the engine worse. There's a re
279.
▲
by
vvanders
6y ago
If you want to bring the data you mentioned we can have a conversation, however I would be very surprised if it came close to the 50-130GWh mark for just bitcoin alone[1]. [1] https://cbeci.org/
280.
▲
by
vvanders
6y ago
If your Christmas lights used the same amount of electricity as the whole town? Maybe. Thankfully we have an amazing new technology called Light Emitting Diodes so we don't have to worry about that theoretical problem.
281.
▲
by
vvanders
6y ago
Until NFTs move away from proof of work I'll continue to criticize them. It's like expecting good intentions and then being surprised when a few bad actors ruin things for the larger group. Tragedy of the commons is exactly why st
282.
▲
by
vvanders
6y ago
> (Leaving aside the carbon emissions - let's assume everyone finally switches to Proof of Stake) I don't know how you get to defend something when you're sidestepping the biggest problem with NFTs. I'm fine with stup
283.
▲
by
vvanders
6y ago
As someone who's worked in AAA game engines this is like saying because C# is now open source it will be easy to just copy code into Swift without any hassle. The part that makes game engines both interesting and difficult is they made
284.
▲
by
vvanders
6y ago
I'll second this, despite the first version being written over 40 years ago it's still one of the best books I've seen on the subjects. The more recent versions bring it up to date well, it's a dense book but one I find
285.
▲
by
vvanders
6y ago
Perfectly balanced games are plentiful, take rock, paper, scissors as an example. What makes those games interesting is the concept of Yomi[1] and learning to read an opponent. There's a decent amount of literature in the fighting game
286.
▲
by
vvanders
6y ago
You can generalize this to signals by introducing noise to get higher resolutions from ADCs[1]. Human vision does this too[3], there was a really interesting theory that the reason 48 FPS in the Hobbit looked so bad was due to it falling ri
287.
▲
by
vvanders
6y ago
Less RPi and more PLC[1], although there is a RPi in the house to pick off modbus data and stuff it into Grafana(over a point-to-point wifi bridge). If you combine Digikey and Automation Direct(along with a clever hack of running ~50% SSR P
288.
▲
by
vvanders
6y ago
It exists, our greenhouse was based on a 3/4" version of this although I do wish it was more widespread. Last year I stumbled across DIN rails and now unless I'm space constrained that's 100% the way to go for electronic
289.
▲
by
vvanders
6y ago
Yeah, my experience has been that you start seeing issues with long delta decompression times around the 1-2gb mark. That climbs quicker of you have binary formats that push the delta compression algorithm into cases where it does poorly(wh
290.
▲
by
vvanders
6y ago
That's pretty incredible, and here I though the Wankel was a fairly unique engine. Not directly related but learning about the diesel-electric locomotives and the transition from PWM DC to 3-phase VFD with the traction improvements(I s
291.
▲
by
vvanders
6y ago
Sure keep in mind that my data is a little old but last time I peeked into the git LFS space it seemed like there were still a few gaps. First, most of my background in this area comes from gamedev so YMMV if the same applies in your use ca
292.
▲
by
vvanders
6y ago
Nope, been there done that, no thanks. Lack of locking for binary files, overhead > 1gb and all the shenanigans you need to do for proxy servers. There's better solutions out there but they aren't free.
293.
▲
by
vvanders
6y ago
The power consumption graphs are really something. Can't believe it almost cracks 300w under avx512 workloads.
294.
▲
by
vvanders
6y ago
Lot of truth in this article. We used to use the floating point hack for radix sort[1] in alpha sorting transparent quads on a back to front renderer. Depending on the cache line size we'd either have 3 or 4 pass sort radix with a puny
295.
▲
by
vvanders
6y ago
Over the years one of the most valuable questions I've asked myself as I've worked in long living codebases: "If I had to delete this feature tomorrow how quickly could I do it?" If you come back to this question a few t
296.
▲
by
vvanders
6y ago
Yup, this is spot on(with a mix for some systems that did a bit of data only components for the real perf critical stuff together with the more business logic components). Your dates are right too, at least from my experience during '0
297.
▲
by
vvanders
6y ago
https://docs.unrealengine.com/en-US/ProgrammingAndScripting/... The "S" in unreal is a tick. It's been about a decade since I last worked with Unreal but there was very much the concept of systems t
298.
▲
by
vvanders
6y ago
Depends on the ECS, most systems I've worked in will let you do two addComponent calls of the same type and then they'd just get added to the array of components to batch process. This is really common for mesh components (althoug
299.
▲
by
vvanders
6y ago
Oh! Story time! We had a similar thing at one gamedev place that I worked at where and email would go out to the team if you left your computer unlocked(I forget the exact phrase but it was fairly silly). We had shared offices and one of th
300.
▲
by
vvanders
6y ago
It's been over a decade now but if I remember right yeah the entity was a table, meta-table would do a lookup for the related component(ex: table.mesh would give you the mesh component) and each entity also had an optionally available
More ›