dek retweeted
If you play online games or use a computer , I Need you to watch this video immediately , it is very urgent . ( Trimmed down a bit for brevity , but full video is in the replies )
dek retweeted
🧮 Math v0.1.0 is out now! 🧮
We asked and Opus one shot... just kidding. Our resident expert @isaac_mason_ hand crafted the playful web's most optimized math engine.
→ allocation-free, monomorphic and benchmarked for speed
→ tiny and tree-shakable, only pay for what you use
→ works with webgl, webgpu, wasm or your favourite renderer
→ data-oriented design for the fastest possible code
Includes a skill for juicing up your agent. Just /math and it will produce optimized algorithms for you. This should be an easy addition to any creative dev project.
And the best part?
'npm i math'
github.com/pmndrs/math
dek retweeted
Added vibesail to webgamedb live player count.
We got a peak of 14 current live player today!
webgamedb.com/games/vibesail…
Replying to @NicolaManzini
Nice! if youre ever interested, i could get it up on webgamedb.com btw, just need a CCU API.
dek retweeted
It’s still early in development but what we’re developing is a shader compiler guaranteed to maintain flat execution times on GPU regardless of the data inputs to ensure real-time deadlines are reliably met no matter the content or user behavior.
You’ll be able to program it like a video game, visualizing a simulation of the virtual GPU executing in a manner similar to Minecraft redstone or Factorio conveyer belts. The idea is to enable making performance bottlenecks visually obvious. We’re also creating our own real-time debugging tools built atop a GPU-based interpreter, as well as a real-time multiuser development methodology that’ll act as an alternative to version control.
Two markets we are targeting. One is general purpose software for desktop and server applications.
The other more premium product is targeting the safety-critical embedded systems market. We still have some R&D to do but we are hoping to revolutionize that market and replace the need for custom safety-certified hardware, operating systems, drivers, and HMI tools. This might turn into a GPU-based RTOS, we shall see.
The idea is to treat the GPU as a hard real-time coprocessor where the CPU is only responsible for being a middleman for I/O, nothing more.
dek retweeted
odin usually compiles pretty damn fast.
but if you're curious how to get small console apps down to ~100ms range, or want general compile speed troubleshooting tips, check out this little article I wrote
jakubtomsu.github.io/posts/o…
dek retweeted
another German investment, another 6 hours of a notary reading every single word of all the documents out loud to each party to the transaction after we’ve all agreed on the docs
dek retweeted
Hordes is having a little traffic spike @ 300+ CCU..
Traffic source is mainly players from Brazil via social media.
dek retweeted
Swordmasters is seeing a surge in players with the release of its new update, reaching 2,000 CCU.
dek retweeted
Replying to @levelsio
As someone that worked on Horizon projects - it’s the biggest scam I have ever seen up close. 10M euro for „conferences” in 5 star hotels in Mykonos here, 5M for website done in 2 days. Absolute disgrace and made me lose all hope for EU.
dek retweeted
Replying to @_GoldenSkullArt
ohh, no this was from an old test project.. io towerfall clone
dek retweeted
Replying to @usgraphics
Websites and products today are absolutely allergic to information density. Even wikipedia now defaults to using the centered third of your screen. What was the point of widescreen displays again???
dek retweeted
The biggest problem with inheritance are:
1. People deriving real-world concepts instead of functionality causing messy diamond inheritance issues. (you want to derive from flying instead of bird)
2. Base classes not being concrete objects. Need to use pointers instead of concrete data members. Leads to single object allocation pattern, which results in lots of locks (allocate, free) -> MT contention, fragmentation and cache trashing (pointer walks).
3. Heavy use of virtual functions trashes instruction caches and prevents compiler inlining. Also makes code hard to refactor and multithread, since you never know what data is modified by who (knowing your data writes are the key in multithreading).
4. Composition is more flexible than inheritance and you can also do external composition to have full flexibility of your data layout. For example split data by system, which is a significant improvement for code base maintainability and performance.
POD struct inheriting another POD struct is completely fine. It doesn't have any of these issues.
dek retweeted
Replying to @teej_dv
thats much more fair, but it is a really fundamental distinction. its been in vogue to shit on browsers, and theres an okay reason to do that if you're in the trenches on specifics re web standards, WebGPU / WebGL, etc... but:
you can write immediate mode UIs in the browser and they will be really damn fast and no more complicated to write than they would be in lua. hell, if you really try and use svelte in a smart way, you actually get pretty close.
virtually nobody does this though. there are very few people that actually care about writing *really fast javascript* that doesnt deoptimize. this is sad, because writing that kind of JS is no harder than writing raw C. it actually looks pretty comparable. of course, it wont actually match the performance, but it will be 10x faster than whatever slop-amalgamation the average react app compiles to.
its not *the browsers* that are slowing down code that would've otherwise been fast. javascript permits and encourages absolutely awful practices & the vast amount of devs do not care that they could write 10x-100x faster applications with less, and simpler js.
as long as you can fart into an LLM and get react code that looks like your design spec and your product manager is happy that way, the web will be slow.
dek retweeted
Replying to @bikatr7
90% of the wasted time on a lot of codebases is an accumulation of subtle, poor engineering decisions. Of missed opportunities to keep code simple.
At least when I was student, you could get a CS degree without anyone mentioning the essential point of good engineering: the appropriate management of complexity.
dek retweeted
A 7 days long Odin Game Jam is starting in 18hrs from now for those interested — hosted by @karl_zylinski!
dek retweeted
12 hours and counting - notary reads every single word of Series A docs in Germany out loud in front of founders. In person.
Guys, we have GDP to grow here.
Pure prehistoric madness.
dek retweeted
This demo is being simulated at 5 ticks per second. So how to render it smoothly?
Usually the answer is linear interpolation, but it turns out there are other ways of doing it as well!
I wrote a blog post and a demo app to compare them:
jakubtomsu.github.io/posts/f…
























