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vvanders
searching PlanetScale…
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91.
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by
vvanders
3y ago
It's incredibly useful in read-only, memory constrained scenarios. I.E. we used to mmap all of our animation data on many rendering engines I worked on where having ~20-50mb of animation data and only "paying" a couple 10s of
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vvanders
3y ago
> build.rs can't change the feature set. Can you be more specific here? You can totally do that based on OS, environment vars or even direct feature flags in the Cargo.toml. I've got a number of projects that do this and let do
93.
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vvanders
3y ago
> like getting a dependency of something not written in rust, or picking features based on some system configuration I've found that things like this are pretty straightforward with a build.rs and you aren't context switching b
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vvanders
3y ago
https://www.usenix.org/system/files/1311_05-08_mickens.pdf "... All of these people will play a role in my ultimate success as a dystopian warlord philosopher. However, the most important person in my gang wi
95.
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vvanders
3y ago
Oh you can totally get too cute with metatables. I've seen inheritance/straight-OO(Java/C++ style), component based design, and eventing/message based approaches all with the core primitives that Lua provides. I think my
96.
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vvanders
3y ago
It's not just that it's easy to embed but it's also tiny as well, I've run it on many embedded platforms. It wasn't until quickjs came along that there was anything even in the same ballpark. When you factor in Lua
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vvanders
3y ago
Strong +1, RTL-SDR + rpi makes a great little platform. We have a couple weather/temp sensors from various brands and rtl_433 picks them in with no issues, throw all the data into Grafana/Influx and then visualize/export howe
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vvanders
3y ago
That's actually one thing that I really like about Rust, since everything is static linkage by default it's easy to make pretty sweeping changes, on nightly you can even recompile the stdlib with different configurations(I.E. Oz&#
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vvanders
3y ago
> Moreover, modern traction control systems are just plain good. This isn't something exclusive to electric cars—even gas-powered vehicles have achieved decent torque vectoring by modulating brakes independently at each wheel, but m
100.
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vvanders
3y ago
We kinda had that world with the PS3 and SPE/SPUs[1]. Stuff written for them tended to run faster on more traditional hardware since you needed to vectorize all of your loads(which made the prefetcher on other hardware really happy) bu
101.
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vvanders
4y ago
I don't want to trivialize anything but I most of my time in gamedev was dealing with similar either engine uplevel-integration hell(the team I was on still has scars from having to rebaseline UE3 on a 3 month cadence which took... 3 m
102.
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vvanders
4y ago
With the full caveat the CMake has to solve a design space that has a lot of legacy it still just makes a lot of unintuitive choices. I have to go look up the command line for generating vs building every single time I use it, and I've
103.
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vvanders
4y ago
Last game engine(C++) I worked on was a full hour to build if you touched a core header, and that was with Incredibuild that farmed out the compile across the studio. If you care about compile/iteration times you can get them down to a
104.
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vvanders
4y ago
At least on mobile SoCs that's exactly how it works, in fact due to how dynamic frequency scaling works it can be worse than 2x because to run at a higher frequency you need to run at a higher voltage. Your frequency increases(which
105.
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vvanders
4y ago
Sliger makes good stuff I have their SM550 SFF case and it was really well put together, makes heck of a compact machine.
106.
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vvanders
4y ago
Yep, additionally some people may not have nearly as much of a financial safety net depending on their circumstances. I'm pretty privileged but early in my tech career if I had lost one of my gigs I don't know if I would have been
107.
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vvanders
4y ago
This was something that Microsoft did really well back in the Visual Studio days. That said Rust really raised the bar not just on tooling but the whole end-to-end experience and with cross-platform being table stakes now it really makes
108.
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vvanders
4y ago
std::shared_ptr says hello. IMO reference counting(be it in C, C++, Swift/ObjC or Rust) is a sign that you have ambiguous lifetimes and strongly correlates with a design that has punted on what components "own" what parts of
109.
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vvanders
4y ago
To take this even further, it's not the code that matters as much but the data access patterns and being able to have structured access patterns in ways that preserve cache locality. C# actually does really well on this front in that i
110.
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vvanders
4y ago
Git was better for everything except binaries, but if you could afford it Perforce did much better there. CVS though, uf da. We had some rough times in gamedev land until we moved over to SVN and then Perforce with proper proxies for a dist
111.
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vvanders
4y ago
There's broadly 2 types of state synchronization, lockstep and dead-reckoning. From the article it sounds like this is doing dead-reckoning where you let clients simulate locally and then resolve those differences on a continuous basis
112.
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vvanders
4y ago
Lua is great and I've shipped titles professionally with it however it needs to be deployed at the right layer. There's going to be things that you need to be fast and usually native is your path there. I think in that context Rus
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vvanders
4y ago
Actual MOU from BBC's coverage[1]: https://www.fb.org/files/AFBF_John_Deere_MOU.pdf What's interesting is this appears to be driven by Right to Repair legislation that's been making it's way through
114.
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vvanders
4y ago
As another ex-gamedev let me pile into this thread and concur with the parent. There's a very high chance that even if you break in you won't work on the game types that brought you there(I didn't) and pay/work life bala
115.
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vvanders
4y ago
Last I looked into it they locked down the supported hardware pretty aggressively and I could never trace a clear line on how the "proof of coverage" was validated. The physical aspects of radio transmission that are unforgeable a
116.
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vvanders
4y ago
Tables + metatables are awesome, I've seen full OOP, composition based design various forms of dynamic dispatch all built on those simple mechanisms. One fun thing we did with co-routines was build literate-style scripting for our desi
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vvanders
4y ago
Mobilinkd[1] has filled that use case to a degree but it is really frustrating that the industry seems so "stuck". [1] http://www.mobilinkd.com/
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vvanders
4y ago
Any engine can work, there are advantages with choosing engines that people build similar games with. I spent ~6mo "adding" core engine features(LoD streaming, etc) to a UE3 open-world title because most of the games on UE3 at the
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vvanders
4y ago
Yeah Bevy does a fantastic job here(which given the focus on iteration time for gamedev makes sense). With the dynamic link feature it takes about 1s to compile + link and Bevy is very much a nontrivial runtime/library that makes use o
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vvanders
4y ago
I feel like this was true a few years ago but things have changed a lot recently. In my opinion Bevy may be one of the better ECS implementations I've seen, as ex-gamedev it's just very well thought through. It's never going
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