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enbugger

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enbugger
·11 giờ trước·discuss
I can’t imagine the head of LLVM Foundation to have similar blog post on Zig’s decision to move to their own compiler backend. And yet Andrew regularly mentions that this is because the bugs which LLVM brings. Here seems to be the similar situation. I wouldn’t want to live in a world where each time a maintainer of project A removes problematic (as per his view) dependency on project B, the shit show starts. This is a typical pitfall and typical solution for that - again as per Andrew’s words on interview with JetBrains.
enbugger
·23 ngày trước·discuss
> It's fast.

super slow on windows
enbugger
·2 tháng trước·discuss
Virtual Desktop is the only app which makes Quest 3 usable for work. And it is bad thing because it is available only on Win and Mac. Unfortunately, Linux alternatives' video encoding/postprocessing is inferior. Judging by my WiVRn experience. Hopefully that changes
enbugger
·2 tháng trước·discuss
Interesting observation. This is what was lurking in the back of my mind when I was playing Path of Exile. But I usually thought it would be very elegant to implement it in the form of Lisp macros that transform all the computations into fast code that would need to be executed every tick.

I also think something similar could be implemented for an in-game rig of animated characters. In order to cut off the computation of animations that don't affect the result in any way at an earlier stage — for example, when the character switches weapons. This could make animation code more CPU cache friendly as many conditions could be optimized out.
enbugger
·2 tháng trước·discuss
> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.

>in a beautiful mess of about 20k lines of calculations in various files.

And is it actually suitable for realtime? PoB is not a realtime application.
enbugger
·2 tháng trước·discuss
It shouldn’t. Same 3rd party extensions distribution model like in VSCode just written in Lua instead
enbugger
·2 tháng trước·discuss
I can't. But I'm sure I will be happier and richer person if I don't opt out self from a working stack in favor of saving 100-200mb RAM
enbugger
·2 tháng trước·discuss
A decision to move native because of the crisis seems like an expensive populist move to please not very solvent users. Why bother with that if many predict the RAM crisis will last merely until 2027?
enbugger
·2 tháng trước·discuss
How does it replace Obsidian though? I somehow think the author does not fully understand that knowledge management systems are inherently interactive and need to handle queries like in databases because they are databases.
enbugger
·3 tháng trước·discuss
>gets solved in Godot with C++

if only by rewriting half of the Godot codebase. With design choices they made, Godot will never be performant enough for RTS/Crown simulation games.

https://github.com/godotengine/godot/issues/101494

>How's the whole DOTS adoption going?

I'm quite impressed to what people build on top of it: https://github.com/Dreaming381/Latios-Framework https://assetstore.unity.com/packages/tools/animation/mesh-a... and many more
enbugger
·3 tháng trước·discuss
1) Are there any benefits in replacing a personal private project git repo with jj? I usually just commit straight to master in order to just not to lose the changes and be able to roll back. 2) Are there any pros in doing so in a project with many large binary files (3d models, images)?
enbugger
·3 tháng trước·discuss
Godot is nowhere near to something like C# HPC, Jobs and Burst. And I’m afraid even GDExtension can’t help with that. At least not with Godot’s scene structure which prioritises simplicity over performance.
enbugger
·3 tháng trước·discuss
> I don't want to design anything in any UI.

I had the same need and found Raylib_cs suit very well for that
enbugger
·3 tháng trước·discuss
Cool, you now can implement Elm architecture inspired GUI framework in C#.

As much as I hate Microsoft, I admit they are doing great things for C#
enbugger
·4 tháng trước·discuss
[dead]
enbugger
·4 tháng trước·discuss
From https://recastnav.com :

> Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines

I see the industry is of full double standards :)
enbugger
·4 tháng trước·discuss
> So, if you want to build games using raylib, why not learn learning or use Swift for that?

Never ever worked for me. Imagine, you actually learned basic Swift and Raylib, now you want "advanced" features in your game like navigation/pathfinding, model loading, ImGui, skeletal animation (those are actually vital for gamedev). You realize that

- Navigation is only ReCast which is pure C++ library,

- ImGui has C++ API as first-class citizen,

- Decent animation with compression is only open-sourced by OzzAnimation which is pure C++ project.

For gamedev interfacing with C is never enough, half of ecosystem is built heavily on C++. Even C++ interop is not enough (see Dlang). Without all those libraries you are bound to make boring 2d platformers.

Same for Zig, Odin, C3 etc.
enbugger
·4 tháng trước·discuss
> They are designed for environments where being clear is very risky

So fake guru courses mostly
enbugger
·5 tháng trước·discuss
We live in time when instead of booking a ticket you have to create a landing page to draw developer’s attention to a quite irritating bug.
enbugger
·6 tháng trước·discuss
>ZERO concern of the current US administration about the welfare of Venezuelans

Neither was doing that with other countries they ransacked. The other was pouring enough propaganda at you so that you think it is somehow different.