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ireallywantthat

Re:Tesla is launching their developer APIs on Friday October 13, 2023 @03:09PM (#37874306)
Will it work without Tesla.com account? Or no internet access at all? I just want to drive the Tesla car without internet without any smart features. Is that possible?
Re:Tesla is launching their developer APIs on Friday October 13, 2023 @02:14PM (#37873683)
Another SAAS embedded within Car which cannot be opted out. Is there a way to get FOSS Tesla? IMO the Government must intervene to make this opt-in rather than compulsory?
Re:New Vulkan Documentation Website on Thursday October 12, 2023 @01:59PM (#37860616)
If you are that knowledgeable person in this domain, try to refute/discuss my content instead of asking my credentials.

What is the best alternative to Vulkan extensions in your opinion? Remember that Vulkan supports vast number of devices. I think that making featureset mandatory for all devices is not sensible approach here.

Re:The Twelve-Factor App on Thursday October 12, 2023 @10:40AM (#37857835)
Nowadays, I see many articles titled "Beyond 12 factor Apps" which proposes even more factors for App prominent among them being one from IBM. What's your opinion on that?

https://developer.ibm.com/articles/15-factor-applications/

Re:New Vulkan Documentation Website on Thursday October 12, 2023 @10:23AM (#37857585)
> Why didn't Microsoft immediately embrace it? Or Sony? Or...

Because they are already established platforms in Gaming Industry? Windows has much of Gaming market share. Xbox and PlayStation are popular Consoles. They probably don't loose anything by supporting Vulkan although supporting Vulkan would be awesome on their part.

> Ah yes. They are losing because of not supporting Vulkan.Xbox is DirectX. Playstation is GNM and GNMX

I was only talking about MacOS.

> before you say that more people are gaming on Android, iOS's mobile gaming revenue dwarfs Android

I didn't talk about iPhone either. I was only talking about MacOS. despite being prominent OS, game title developers often ignore MacOS. Why? Because of Graphics API. No one bothers to target Metal for Games and this is exactly what i am talking about. If MacOS allows Vulkan or DX(ik that it's not possible), i think there could be more influx of games.

If we are talking about Gaming on iPhone, you must know that gaming landscape on mobile phones is vastly different than that of mainstream gaming experience on Consoles/PC. Mobile gaming landscape is mostly filled with non graphics intensive, micro transactions filled, Ad-filled(many times freewares) games. iPhone gets targeted because it has prominent share in Mobile Market but even then, not everything gets ported to it. Not to mention, Android gaming landscape doesn't suck than iphone. Prominent Mobile games which are on iPhone are on Android too and on Android they use Vulkan which proves that Vulkan is not a bad choice.

> Xbox is DirectX. Playstation is GNM and GNMX

Vulkan probably runs on PlayStation (see latest Baldur's Gate 3 patch notes; grep for PS5 Vulkan) but I am not so sure. Like i said earlier, these platforms are already household names when it comes to gaming.

My point was not to tell you that Vulkan is the "supreme" Graphics APIs out there. But my point was to tell you that Vulkan is the only one of "supreme" APIs which is most cross platform, modern, supported by gaming and graphics forerunners(valve, rockstar, nintendo) and there are no viable alternative to Vulkan right now.

> Yes, we can and should blame Khronos. For their mismanagement of OpenGL

What should they have done? At the point, we needed modern Graphics API. Mantle by AMD was forerunner and AMD was willing to co-operate. Nvidia too joined that bandwagon. Thus, Vulkan was born out of Mantle.

Should they have copied Metal? Since it was closed API from Apple, it wasn't possible. Should they have copied Microsoft's DX12? If Microsoft actually loved Open Source and Standards and gifted Khronos DX12, it would have been possible but they didn't do it. I think Khronos did sensible thing at that time.

Re:New Vulkan Documentation Website on Thursday October 12, 2023 @08:49AM (#37856448)
I agree that Microsoft has no part in this. But, any computers which run Microsoft Windows has GPUs made by these Manufacturers: Nvidia,AMD,Intel and Qualcomm and all these Manufacturers have good Vulkan Drivers in Windows.

Thus said, even though Microsoft doesn't support Vulkan officially, you can tell that Vulkan has first class support on Microsoft Windows given that all GPU drivers have good first class Vulkan support and all Vulkan Applications run just fine on Windows.

> In reality, Vulkan doesn't matter much except on Android and Linux.

No, it matters. Vulkan is the first modern cross platform Graphics API which can run across Linux,Windows,Android,MacOS,Switch to name a few. No similar API does exist currently which offers high performance along with being portable.

Re:New Vulkan Documentation Website on Thursday October 12, 2023 @08:42AM (#37856379)
You know that Vulkan targets vast amount of Hardwares which makes Vulkan Extensions a lucrative deal rather than thing you despise, right?

Don't get me wrong. I agree that it's less worrying to know beforehand that all the features will be available in the target environment with features made mandatory rather than extensions. But, it's not like the case of Apple/Sony/Xbox which has software tailored for the device.

Vulkan devices range from Virtual devices(Moltenvk) to Android(Low powered devices) to Desktops(Linux, Windows) to Workstations(Linux). Having ray tracing mandatory in low powered devices like low budget android phones doesn't make any sense, that's why it's made as extension.

But, you can be sure that any modern desktop with modern GPU by any vendor atleast adheres to Vulkan standard and has specified extensions available. That can't be said about experimental extensions though (Like Vulkan Video).

> Making them in the end hardly better than multiple backends, when doing serious stuff across multiple GPUs and OSes.

This "multiple backend" solution is not ideal too. Firstly, it was necessary because not all Vendors supported single Graphics API standard. Secondly, it isn't powerful as main API it gets translated to(DX,Vk,Mt). Thirdly, I don't see how it helps when target environment doesn't have an extension available.

Maybe "Multiple Backend" solutions might make few things easier like removing Verbosity and maybe they are good for Small applications but I don't think they are worthy replacements to Main APIs

Re:New Vulkan Documentation Website on Thursday October 12, 2023 @08:28AM (#37856261)
> Why would Apple support something that appeared two years later than Metal?

Because Vulkan is Open Standard? It's similar to how EV car manufacturers other than Tesla are now embracing NACS even though it was born at Tesla. It's also similar to how Apple adopted USB C given Lightning was already a standard before USB C.

You can't blame community or Khoronos either. Khoronos and developers did their best with best effort Vulkan-> Metal translator with Moltenvk and you can now not worry that your Vulkan apps won't run on MacOS(exceptions are heavy games and there are still many Vulkan extensions not implemented thanks to Metal).

And note that it's not you or I who is losing because Apple didn't support Vulkan. It's Apple themselves whose Mac devices have started losing share in Gaming Market. Day by day, Developers are ignoring MacOS as target. If this isn't a warning call to Apple, i don't know what is.

Re:New Vulkan Documentation Website on Wednesday October 11, 2023 @04:03PM (#37849555)
Apple -> Moltenvk (Have to blame Apple for not supporting Vulkan). Moltenvk is used by games such as Dota2. If moltenvk doesn't work fine for your game, you must not target Apple Mac devices anyway.(valve dropped mac support for cs2). For non game cases, Moltenvk works just fine.

Nintendo -> supports Vulkan natively

Sony -> supports Vulkan (as per latest patch notes of BG3: https://baldursgate3.game/news/hotfix-9-now-live_95 )

Xbox -> Doesn't support Vulkan

Microsoft Windows -> Supports Vulkan natively first class.

AMD/Nvidia/Intel -> Supports Vulkan as First class APIs.

Android -> supports First Class Vulkan APIs natively.

Linux -> supports First Class Vulkan APIs natively.

Re:New Vulkan Documentation Website on Wednesday October 11, 2023 @03:54PM (#37849460)
You know that Games/Applications can still be developed with Vulkan API targetting win32 and they can be run on Proton/wine in Linux which runs it without the DXVK (dx11->vk)/VKD3D (dx12->vk) translation layer, right? Baldur's Gate 3, Red Dead Redemption 2 are some of popular games which use Vulkan exclusively running on Proton.

This way you can evade proprietary DirectX12.

Re:Bare-metal Rust in Android on Tuesday October 10, 2023 @03:31AM (#37829426)
> it _has_ to use the system-provided Java APIs.

My original comment was against this. Why should this be the case?

Re:Bare-metal Rust in Android on Tuesday October 10, 2023 @03:30AM (#37829417)
> Skia is not something you use to write apps: it's a graphics engine, essentially something you use to draw polygons on the screen.

So, AOSP team can obviously create Rust framework ontop of Skia(or tinyskia,femtovg,etc.), make Android APIs available in Rust, Create proper widget framework and let us create Android Applications written entirely in Rust.

> Linux desktop is certainly not the dream world you describe. Practically, you _have_ to pick a toolkit: one of GTK / KDE / Qt / electron / etc. Maybe it helps to think of Android's toolkit (Views or Compose) as one of those.

I know what I am talking about. This is exactly the freedom that I was talking about. I am able to choose any framework/toolkit I want. If i don't want any framework, that's fine too. You don't have that freedom in Android. Everything has to be routed via Java ecosystem that AOSP constructed.

Re:Bare-metal Rust in Android on Tuesday October 10, 2023 @03:24AM (#37829391)
Calmed down.

> behind JNI walls, and even NDK code is obliged to make use of JNI to call into them.

What i originally told was "enable us to let create Android Applications entirely in Rust (including the GUI)" . Surely Google and AOSP projects can remove the restrictions that you mentioned and provide us alternative to Kotlin/Java ecosystem which is what i really want and hope them to do. Smartphones powered by Android are capable computers and freedom for App development is appreciated.

Please don't mention once again that "X is not implemented in AOSP. Y is required to make use of JNI calls into them". You know that this is superficial barrier and can be overcome/corrected if they wanted to.

Re:Bare-metal Rust in Android on Monday October 09, 2023 @03:40PM (#37824488)
I didn't bash Java/Kotlin. In fact, I have written few android apps in Kotlin, Java and I also have fiddled with Jetpack compose, JNI and NDK (I have also played with mpv's Opengl/Vulkan's rendering on Android if that matters to you). I don't want to share the projects of mine because i don't want to reveal my identity.

> https://gioui.org/

I know that tailscale's android application is written in it but i don't think gioui is great for android apps.

> Tell me you've never done any Android development, without telling me...All this Java/Kotlin bashing is getting really old, especially for a forum like this one.

Ok, this one hurts. Why are you attacking me instead of defending your stance. All are allowed to have opinions and I am allowed to have one(It's sad to explain this to someone on forum like this one). I dream of Linux-desktop kinda situation where you can program in any language you want, where you are not hindered by any platform/framework, where you have complete freedom and where you don't want to be bothered/(vendor locked-in) by Bigcorps(looking at you Google services framework).

> write GUIs in a non-GC language like Rust which _has_ to run on what's essentially a Java VM (ART).

Haha, non-GC languages power the GUIs on Android fyi. Jetpack compose is powered by Skia. Chromium is powered by Skia. Skia is C++.

Please do your own research before commenting low-effort replies.

Re:Bare-metal Rust in Android on Monday October 09, 2023 @02:45PM (#37823763)
Ok, now enable us to let create Android Applications entirely in Rust (including the GUI). Let's get rid of Kotlin/Java monopoly in Android App development. Shall we?
Haha! Why isn't this by default? Why is this even non-default?
Re:Unreal Engine change its price for non-game apps on Thursday October 05, 2023 @03:28AM (#37775766)
Could be a huge win for Godot.
Re:Pixel 8 Pro on Wednesday October 04, 2023 @11:26AM (#37766551)
Too expensive for my tastes.

Give me 380USD phone which lasts for next 5-8 years, feels premium, is repairable, camera is decent, replaceable battery, OS is just Vanilla Android with atleast 5 years(more years of Software updates would be welcome) of Software Updates and when you can't provide it, make it hackable enough to install Custom ROMs.

Re:Show HN: Classic Video Poker (Learned Godot in 24 hours) on Wednesday October 04, 2023 @08:35AM (#37764189)
Awesome. Please make your games supportable in Linux(or Proton) as well if your game ships natively.
Re:Ask HN: Who is hiring? (October 2023) on Monday October 02, 2023 @12:38PM (#37740653)
Looks interesting. Can you share your email?
Nvidia, Please make CUDA open source and compatible with all other GPUs. What you are doing currently is anti-competance and I wish Government passed Anti-Trust Regulations over this.
Re:Ask HN: Postgres vs. MySQL in 2023? on Friday September 29, 2023 @10:23AM (#37704726)
Postgresql
Re: on Wednesday September 27, 2023 @04:22PM (#37680723)
Loads of lies in this article.
No. I run this on AMD GPU and it works great. It's GPU agnostic.
Use kitty. Works great for me.
Re:MariaDB to be acquired by Runa Cap? on Tuesday September 19, 2023 @05:08PM (#37576688)
time to use postgresql which doesn't come with these types of drama.

https://www.postgresql.org/

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