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pedrosbmartins

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How the NYT Made Its Tiny, Animated Olympic Athletes

nytimes.com
1 points·by pedrosbmartins·5 tháng trước·0 comments

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pedrosbmartins
·2 tháng trước·discuss
> What is the probability that you are sharing the same birthday with people around you?

> What if I told you that in a room with only 23 people there’s already a 50% chance for two of them to have matching birthdays?

I guess it's the subject shift from _you_ to _any two people from a group_ that creates the surprise in the birthday paradox. You definitely need way more than 23 randomly sampled people to get to a high probability that _you_ specifically share a birthday with one of them, and the result does not contradict that notion.
pedrosbmartins
·4 tháng trước·discuss
I've been working on a surfing game on my spare time for the past year. The idea is to keep it closer to the real sport, focusing on pumping, carving, nose-riding, etc. I shared a video of it on the Unity3D subreddit[1] and the feedback was quite positive, so planning on getting a demo ready as soon as possible!

[1] https://www.reddit.com/r/Unity3D/s/mB2kn0BxIT
pedrosbmartins
·5 tháng trước·discuss
KSPS was my favourite surfing game growing up. What I dislike about it though is the infinite/perfect waves (always a truck-sized barrel opened, you can do tricks anywhere, almost no differentiation between waves) and the focus on impossible airs and tricks.

In my game the waves start, break and end, with different sessions and hollowness, so there's more wave reading involved. Also the focus is on being able to stay on the wave and generate speed, doing cutbacks, snaps, off the lips, etc.
pedrosbmartins
·5 tháng trước·discuss
I believe realistic fluid dynamics in the scale of a full breaking wave is unheard of for real time graphics, there's just no way to do it in 30-60FPS (I could be wrong tho!)

What I do instead is to transform a procedural plane mesh into wave-like geometry. For added realism, I base this transformation on bathymetry data (ocean floor height), so you can get left/right breaking waves, different breaking sessions, etc, just by defining different heightmaps.
pedrosbmartins
·5 tháng trước·discuss
I'm working on a (somewhat) realistic surfing game. Tired of arcade-style games, I decided to try my hand at something closer to the real sport, focusing on realistic breaking waves, speed generation and carving, rather than impossible air combos.

After one year of development, it's going better than I expected, so I'm considering building a demo to gather feedback and see if there's enough traction for working towards a Steam release.

Even if that's not the case though, it's been a blast learning about game dev in Unity/C#, as well as 3D modeling and animation in Blender!
pedrosbmartins
·10 tháng trước·discuss
I'm not sure what you mean by that. Neutral networks are pretty good statistical learning tools, and in this kind of application you'll need some stochastic learning, regardless of using a laptop or a supercomputer. It's not like they used an LLM to predict the simulation steps. If you read the paper, they seem to use a simple fully-connected 5-layer neural network architecture, which is a completely different beast from, say, trillion parameters transformers used for LLMs.
pedrosbmartins
·10 tháng trước·discuss
First time I came across integer programming (and mathematical programming generally) was when studying hydroelectric power generation planning, for a masters I ended up not pursuing. Then, when selecting a masters in CS, I ended up working with an advisor who used mixed-integer programming applied to classic machine learning models (mainly optimal decision trees). A fascinating and widely applicable method, indeed!
pedrosbmartins
·3 năm trước·discuss
Algorithms Illuminated by Tim Roughgarden really helped me understand algorithm design and analysis. Used it to prep for a masters in computer science, with no previous degree in the area.

https://www.algorithmsilluminated.org/

The author even shares free video classes and other extra material.