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Arelius

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Arelius
·27 ngày trước·discuss
It's a neat piece of hardware, but honestly I never wanted to play any of the games. I don't really know for to do discovery for it, and none of the ones I tried stuck for me, honestly, I prefer to emulate games from my childhood, or retro/indie games I already have on my back-log.
Arelius
·tháng trước·discuss
At some point we will have to stop treating universities as tests to pass, and actually what they claim to be: places to learn. Ultimately it needs to be on the student to want to learn.

Obviously this would be easier if our entire school system before university wasn't seemingly designed too destroy every last ounce of a child's curiosity.
Arelius
·2 tháng trước·discuss
> My Chrome binaries are about 700MB on Mac and 500MB on Windows

That's kind-of the point though right? An application that has been say <700 MB for decades, suddenly deciding it'll take a multiple of it's size without asking seems pretty unreasonable, I think it's pretty fair to say the expectations for Chrome were set already.

It'd be similarly unreasonable for a video game that once took 50 GB, to suddenly decide to take 400 GB.
Arelius
·4 tháng trước·discuss
And actually to add, I've been finding myself going to nixpkgs first for reference on how to build and/or configure packages even outside of nix.
Arelius
·4 tháng trước·discuss
> I work on projects with terrible documentation because somebody pays me to do so or there is a significant potential that I can unlock.

I mean, I'd argue there is significant potential, but really, for me it's just easy because I've been doing it for 20 years, and documentation is always fundamentally worse than code in some important ways.

> If Nix project really cares about being competitive and adopt users, they have to document their stuff.

This is one of the good/bad things about OSS.. most users don't provide positive value to the project. So do they really want to adopt users? Shrugs but the project is certainly competitive.
Arelius
·4 tháng trước·discuss
You know, I used to agree, but what I realized, is I am a software engineer, and I'm used to working in large projects with source-code as the only documentation.

And that's what's great about NixOS, you just clone nixpkgs and treat it like any other underdocumented software you might work on.
Arelius
·4 tháng trước·discuss
It's like most things in software, if you constrain the problem enough, focus on the problems you actually have and make some smart choices early on, it can be a very modest lift on the order of a week or two for a 90% solution, but on the other end of the spectrum, it's a lifetime of work for a team of hundreds...
Arelius
·5 tháng trước·discuss
Except not in the USA. To bad the rings looks nice.
Arelius
·7 tháng trước·discuss
Copyright isn't some axiom, but to quote wikipedia: "Copyright laws allow products of creative human activities, such as literary and artistic production, to be preferentially exploited and thus incentivized."

It's a tool to incentivse human creative expression.

Thus it's entirely sensible to consider and treat the output from computers and humans differently.

Especially when you consider large differences between computers and humans, such as how trivial it is to create perfect duplicates of computer training.
Arelius
·năm ngoái·discuss
I'm actually really curious what the experience is like having not more than 10 tabs at a time, like what thing causes you to close a tab? 10 seems sort of wild to me, it's enough that you are clearly not just monotasking, somehow bounded. Probably in contrast, if you could imagine just forgetting to do that whole closing tabs thing, eventually you have hundreds or thousands of tabs.

Some context, for starters, I have about 10 tabs pinned, discord, 3 slack instances, my fastmail, my gmail, my work mail, spotify, my task list.

Then, there is the things I left open because I am going to read it, a stack of documentation I'm working on. A few random products I'm researching as procrastination. Any search I'm on, and a tree of tabs from different results that I'm working through.

There are the various layers of those things for the things I was working on 30 minutes or a day ago, that I haven't worked back to yet.

And most importantly, there are all the tabs that used to fall in the prior categories, that I just forgot to close, or haven't gotten around to closing yet.
Arelius
·năm ngoái·discuss
I don't do this, but it appeals to me, as History seems to be pretty spotty, I've a couple of times recently tried to find something in my history, and it ended up as if it was never there.
Arelius
·2 năm trước·discuss
Because I don't see it mentioned elsewhere, I wanted to plug OpenTimelineIO, as a lot of the industry is building support around it as a format right now, and it would be great for any new video editor to support.

https://opentimelineio.readthedocs.io/en/stable/
Arelius
·3 năm trước·discuss
This for sure.

City builders, and certain classes of RTS are really the last major forms of games that really are very poor fits for modern off the shelf engines.

Honestly, trying to build one in either Unreal or Unity is going to be a painful experience with challenges likely surpassing having just built the engine you need in the first place.

But Engine selection is really only a technical decision less then half the time these days anyways.
Arelius
·3 năm trước·discuss
I'm not sure that's super relevant.

Firstly, just because they can use Unreal doesnt mean that it isn't causing problems, even you state that they are using it juat for their graphics which inplies challenges.

It's a completely different game by a completely different team. And it doesn't appear to be released yet. So it seems very premature to be judging it based on runtime performance..

Now, personally, I would choose yo build an RTS l/Builder in Unreal over Unity over time. But that's almost entirely due to my experience with Unity the company and their antagonistic incentives towards their developers, and the ease in which it is to get source access and little to do with technical engine fit. Honestly, in my professional opinion, the design of Unity is more flexible in this regard, and I'd consider it a reasonable decision to try to use Unity from a technical engine design POV.
Arelius
·3 năm trước·discuss
Fair enough, but Unreal's Renderer isn't the best fit for this sort of game either.

And their data based ecss is still behind DOTS for simulation last I checked
Arelius
·3 năm trước·discuss
What is that comparing? Beware of sampling mismatch. Due to Unreal's use in AA and AAA and the size of those teams, I wouldn't be surprised to see the statistics reversed when you limit the talent pool to the set of people you need.
Arelius
·3 năm trước·discuss
Yeah, and city builders have a very unique set of constraints that would prove to be a misfit for most modern off the shelf engines,

And remember, despite Epic's efforts, UE is still a first/third person engine at it's core. I wouldn't nr surprised if the challenges using Unreal would be at least as great if they had chosen that.
Arelius
·3 năm trước·discuss
I'm sorry, why do you need a virtual setPixel?

You can still easily get something working just by implementing setPixel without virtual dispatch, the linker has no problem inlining that call at compile time.

If some arbitrary API needs it to be virtual it's easy to implement the virtual call in just that specific case, instead of burdening your entire system with a virtual call that'll always be static in practice.
Arelius
·3 năm trước·discuss
Well, for starters, many AAA games in Unreal had to have many core functions/classes rewritten from UnrealScript to C++ for performance reasons, where often not every call is virtual. Secondly, UnrealScript is not really a great example, since on-top of Unreal being notoriously on the slower-end of game architectures, and even Epic decided to drop UnrealScript.

And importantly, UnrealScript was designed in the 90's, when memory latencies were far less of problem.
Arelius
·5 năm trước·discuss
Correct, Pixar is notorious for using fairly low detail SubD surface control cages for almost everything.