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Ask HN: What is stopping AWS from raising prices?

6 points·by fgeahfeaha·3 yıl önce·16 comments

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fgeahfeaha
·3 yıl önce·discuss
I found that if you follow a bunch of people on twitter who specialize in a niche topic you'll see a lot of casual interesting conversations there

But the problem is that you can't start new discussions or ask a question unless those people follow you back because no one will see/reply to your tweets
fgeahfeaha
·3 yıl önce·discuss
That's a failed repro then right?

Below 110K is below -163.15 Celcius

How would that compare to other superconductors?
fgeahfeaha
·3 yıl önce·discuss
Yeah to me the block system thing just makes a lot of sense
fgeahfeaha
·3 yıl önce·discuss
Game engines usually have their own runtime formats and just have an importer
fgeahfeaha
·3 yıl önce·discuss
I do graphics programming on a game engine
fgeahfeaha
·3 yıl önce·discuss
true
fgeahfeaha
·3 yıl önce·discuss
Obviously it depends on the person but I did 3 years of an EE degree then switched to CS so I've experienced both

EE was definitely harder to me mainly just because engineering had you taking a lot more credits at once compared to science

And doing vector calc/electromagnetic field math is way harder than proofs IMO

Also debugging software is so much easier than hardware/circuits. The real world is so much messier compared to computers where stuff is cleanly true/false.

You can put together a circuit perfectly but it turns out some component you ordered was busted or the tolerance is wrong or something got fried accidentally and it can be really painful to track it down with a multi meter/oscilloscope.

Whereas that doesn't really happen in software. You don't have a program that works one day and then and then suddenly the next day "if statements" aren't working. So much more stuff can go wrong in the physical world.

My main job now is pretty high level C++ but I don't regret doing the EE part though because it forced me do a few courses in Verilog and there's no better way to really understand how a computer works than building a simple CPU on an FPGA
fgeahfeaha
·3 yıl önce·discuss
Yup, you just can't beat standardization

The support is way better because there isn't a million different models
fgeahfeaha
·3 yıl önce·discuss
Other people have mentioned ray-tracing in one weekend

Complimentary to that I would recommend TinyRenderer

https://github.com/ssloy/tinyrenderer/wiki

This one is a CPU-based rasterizing renderer, it gives you a good understanding of what a GPU graphics pipeline does underneath.

In the graphics world the two common ways of rendering things are either rasterization or raytracing.

Raytracing is basically all the movie/VFX/CGI/offline renderers (although it is also being used for certain parts of real-time in recent years)

Raster is how most real-time renderers like the ones used for video games work.

If you're interested in graphics I'd highly recommend implementing a ray-tracer and a rasterizer from scratch at least once to get a good mental model of how they both work.
fgeahfeaha
·3 yıl önce·discuss
woah woah dude, spoilers!
fgeahfeaha
·3 yıl önce·discuss
Next year the worksheet is just the rendering equation and a list of vertices/lights/transforms