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Replying to @HostOfMeta
Need more tools to bind all these feature together:
xitter.gq/Lambda_Coder/status/17…
What happens when you combine Emacs with gaming?
You get an environment in which any panel can display any visualization for any data type.
And if it's not there, you just develop it right there, live.
Coded support for multiple viewports as it draws 60fps :)
#gamedev
Architecture lives in the invisible, what we see only makes individual frames of a greater whole at play.
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Jeremie Pelletier retweeted
C itself is very unconstrained, and depending on your codebase primitives, it can be extraordinarily janky and difficult, or very clean and easy. Some C codebases are nightmarish (race condition / thread / allocation lifetime hell), and others feel like (more verbose) high-level scripting, but you just need the right architecture.
"It's this incredibly ironic situation where a game that's super popular with kids treats them like adults, and a game that's super popular with adults treats its players like they're dumb little kids." - Nakey Jakey
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Hey @SebAaltonen in your no graphics api blog you mention BDA isn't part of vk core, but it seems promoted in 1.2 and mandatory in 1.3.
Still requires glsl extensions to use (buffer reference, types int64), not sure about slang, works for me without KHR.
docs.vulkan.org/refpages/lat…
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Jeremie Pelletier retweeted
that's a very common, and unfortunate, trait of high IQ people
when you're smart, you can immediately see problems with ideas, and pointing them out can feel validating
but the real alpha is seeing the problems and immediately jumping into imagining solutions
AI just expanded TLAB to "Thread Local Allocation Bureau" :D
It had the acronym right one prompt before.
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Jeremie Pelletier retweeted
Replying to @adamscrabble
"Presque tous les hommes meurent de leurs remèdes, et non pas de leurs maladies."
~Molière
Always wary of people who use group identity, it feels like using the group as a shield to replace individuality
The people I admire most all seem to need no qualifiers
They stay one of one & labels bounce off them, they almost flip "I think therefore I am" to just "I am" alone
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AI was about to go into a rabbit hole of old assumptions, until I remembered differently:
"Ahh, yes. You're right to challenge my earlier characterization. I was treating the API's vertex-input model as evidence of dedicated hardware, which isn't necessarily true."
Perf wins :D
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Jeremie Pelletier retweeted
Checking out @SebAaltonen's PETAFAB: Bot Invasion, a hectic game where you must survive hordes of robots. First game with Seb's NoGraphicsAPI and SDF / Voxel / Ray Marching / Fluid Sim engine. Cool stuff if 99% of your gaming diet is AAA games with traditional engines. 🧵
RT @SebAaltonen: PETAFAB just released on Steam at $9.99:
store.steampowered.com/app/5…
Let's see if you can beat my high scores :D
Simple: latency vs bandwidth
Same reason why it goes much faster to copy one 20Gb file than 20,000 1kb files
Also why perforce takes forever even with a fast network, and why games ship large data archive files: high performance avoids the usual OS abstractions for their own 1s
When you download SQLite to embed in a C project, you don’t need CMake, complicated build systems, or dozens of dependencies.
SQLite’s developers combine over 100 internal source files into one giant file called sqlite3.c.
Drop sqlite3.c and sqlite3.h into your project, compile them alongside your code, and you’ve got a complete ACID relational database inside your application.
No database server. No dependency tree.
SQLite even reports a 5–10% performance improvement from this single-file approach because the compiler can optimize across the entire library.
Every library author should study how SQLite ships software.
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