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avx56

Re:Egui – An immediate mode GUI written in Rust on Wednesday December 25, 2024 @11:32PM (#42513126)
It's being worked on. Merry Christmas! https://github.com/emilk/egui/issues/3378
Re:ASCII Silhouettify on Saturday June 08, 2024 @12:14AM (#40615234)
https://imgur.com/a/3eebJZS for people who don't want to scroll
Re:Google Made Me Ruin a Perfectly Good Website on Sunday April 28, 2024 @01:23AM (#40186204)
HN uses rel="nofollow" for links in comments, for this exact reason.
Re:JSON Schema Store on Monday August 21, 2023 @12:36AM (#37205546)
If it's a one-off you can just use http://borischerny.com/json-schema-to-typescript-browser/ or https://transform.tools/json-schema-to-typescript (they both use the same library).
Re:Perseus – NextJS alternative in Rust on Sunday April 09, 2023 @02:52PM (#35505369)
It still targets the browser though, so you still get all the complexities anyway, just without well supported syntax. Idk man I like Rust but this doesn't seem like the right way here.
https://www.linkedin.com/in/thomas-barnes-985020a2 His LinkedIn lists his job as "Pirate Radio" lol. (archive: https://archive.is/9UHfk)
(2022)
Looks neat!
It's not much of a competitor with this performance. From the OpenChatKit model they claim to be using:

> Write a rhyming poem about ray tracing

OpenChatKit: The sun is shining

The birds are singing, and the flowers are blooming. I'm so glad that I'm alive, and I'm so glad that I'm here. I'm so glad that I'm alive, and I'm so glad that I'm here. I'm so glad that I'm alive, and I'm so glad that I'm here. [repeated several more times]

ChatGPT: In a world of graphics, sharp and bright, Where realism is the ultimate sight, There's a technique that takes the lead, It's called ray tracing, indeed!

Ray tracing is a visual art, That sets the scene right from the start, By tracing rays of light in the air, It creates an image beyond compare.

Re:Discord, or the Death of Lore on Tuesday March 07, 2023 @12:52AM (#35052053)
Yes, I know this is opt-in, but Matrix has a static & crawlable service for their chats: https://view.matrix.org/
Re:Electron Fiddle: The easiest way to get started with Electron on Saturday February 25, 2023 @10:50PM (#34942869)
Please can Electron die already? Almost every Electron program I use could be a PWA. Slack has no reason to need another browser engine running. You could make a point for native integration, but there is none. And all it does is display text (and images). What a world we live in. Worse is better, amirite?
Re:PhpBB 3.3.10 on Sunday February 05, 2023 @11:15PM (#34673270)
Re:Sussman Explains the End of SICP on Sunday February 05, 2023 @10:33AM (#34665677)
I didn't say there was anything wrong with statsd itself, just that it's not a particularly complex application. You can produce a working, useful (to some people) web application/website/whatever people call this shit nowadays but it will not be very fast if you don't optimize anything.

Slack is a web app that is incredibly slow, but still useful: yes, I can send people messages and it doesn't immediately crash, but it also takes up ~300mb of RAM on a fresh tab, which is completely absurd. I still use it because I have to but if it was optimized by people who had a clue what they were doing, it would be significantly faster, and use less memory.

Re:De-Bloated Windows 11 Build Runs on 2GB of RAM on Sunday February 05, 2023 @12:16AM (#34662168)
*The GIMP™
Re:De-Bloated Windows 11 Build Runs on 2GB of RAM on Saturday February 04, 2023 @11:45PM (#34661961)
No GUI though right?
Re:Sussman Explains the End of SICP on Saturday February 04, 2023 @10:00PM (#34661304)
Yeah, you can always ship a shitty SaaS or plug libraries you don't understand into each other and still make a lot of money. But you honestly cannot do much more than that if, say, you don't know the difference between the stack and heap. Statsd is like ~4000 lines of code, which is absolutely tiny; it's a trivial codebase. You can't write fast JavaScript if you don't know how arrays are represented in memory. You can't optimize SQL queries if you don't know how a database works. Hell, you can't even create good code in general if you don't know how to compose functions properly.

The countless layers of abstraction may be useful, but without them you are basically stumbling through your day and hoping everyone else can be smart enough to let you continue to not learn anything.

Re:Doomgeneric: Make Porting Doom Easier on Monday January 23, 2023 @11:00PM (#34499043)
Build a system that even a fool can use, and only a fool will want to use it
Re:The Page with No Code on Saturday January 21, 2023 @11:35AM (#34467611)
Firefox 50 was released like a week after Trump was elected. They do have an LTS version if you just want stability: https://www.mozilla.org/en-US/firefox/enterprise/ Or it was just a typo I don't know sorry
Re:The building blocks of great docs on Saturday January 21, 2023 @12:51AM (#34464238)
When you hover the links in the sidebar, even when quickly mousing over them, it seems to preload the page text. This makes it download a bunch of data (~120kb/page) and is wasteful. Some kind of timer should fix this as well. Other than that the docs do look quite nice!
Re:No Start Menu for You on Wednesday January 18, 2023 @10:21AM (#34427700)
That's a Windows registry path, you can use regedit to edit the values. Microsoft has a reasonable guide for it: https://learn.microsoft.com/en-us/troubleshoot/windows-serve...
Re:Godot for AA/AAA game development – What's missing? on Monday January 16, 2023 @09:30PM (#34408468)
Yeah, I think it's that and the fact that there isn't (obvious) money in fixing up and maintaining code for a shipped game.
Re:Godot for AA/AAA game development – What's missing? on Monday January 16, 2023 @06:14PM (#34406826)
Go complain to... uhhhh... Gabe Newell?
Re:Godot for AA/AAA game development – What's missing? on Monday January 16, 2023 @02:46PM (#34404690)
I find this hard because games often end up quite tightly-coupled, so while you don't have the pathfinding code reaching into the rendering, the rendering is usually coupled to the game object model and it's hard to make it reusable outside of a specific engine. That and the fact that AAA studios do not want to open-source anything for some reason.
Re:Godot for AA/AAA game development – What's missing? on Monday January 16, 2023 @12:26PM (#34403019)
Most games basically just have rigidbodies. Some cinematic-ish AAAs have fancy cloth simulation or something, but even that is usually prebaked I think.
Re:Godot for AA/AAA game development – What's missing? on Monday January 16, 2023 @12:25PM (#34402996)
Godot felt frustrating to use every time I've tried it, on both 4.x and 3.x versions. Compared to Unity, it was a massive improvement, the editor was much faster without crashing, and it had a reasonable node-graph design. However, I think some of the "elegant" designs pursued in Godot and some up-and-coming Rust game engines often end up feeling very time-consuming to fit your code in their abstraction (whether it be ECS or nodes), and honestly sometimes it's nice to just sit down, write some terrible macro-ridden C++ that subclasses from 15 different classes in a hierarchy that would make Alan Kay cry, and get an object that can be scripted from your level editor seamlessly. Who cares if half the code is from Quake; it works!
Re:Analog Chess – pieces are not constrained to a grid on Friday January 13, 2023 @10:29PM (#34377134)
What would you prefer he use, Dropbox?
Re:Ask HN: Mono Repo vs. Multi Repo? on Thursday January 12, 2023 @11:14PM (#34363875)
If everything is tightly coupled (which it sounds like from your other comments), then go ahead with a monorepo. Should be fine.
Re:Ask HN: Mono Repo vs. Multi Repo? on Thursday January 12, 2023 @10:31PM (#34363633)
I prefer monorepo for tightly coupled systems (like a game server and client), and multi repo for multiple, loosely coupled systems (like a web API and mobile app). The main problem with monorepos is that without the resources to build proper tooling, you end up with useless commit logs and losing track of context while working, but once you're on a larger team the advantages may be better. However, if you have multiple teams working on different, a multi repo might be better; for example, if you have a team for your API and a different team for your website, then multiple repos might be better depending on how coupled they are.

Either way, it doesn't really matter that much. In the end, it's mostly just a personal preference.

All they need now is a sexy website!
It allows you to scroll through kilobytes of Slack messages, instantly!

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