@dodo_sec@lauriewired All over the place. It's been many years. A small sampling: RJ, Foz de Iguacu, Miranda, Miranda/Bonito/Campo Grande, Ji Parana, Porto Velho, Manaus, Belem, Fortaleza, Salvador.
@lauriewired@dodo_sec My experience in Brasil was that it's really hard to get coffee without sugar. "Sem açúcar" appeared to mean "only a single spoon". I was likely doing it wrong. The few times I did get sugarless coffee, it was quite alright.
@RPM_PlayStation Wipeout 2048, Killzone: Mercenary, Rayman Origins
But in reality there's too much: https://t.co/audkzgqADo, also many good ports (Resogun/Geometry Wars/....)
@Elgrannael I'm not even a fighting game fan, but that shadowboxing scene is amazing. Can't remember the last time I felt strong emotion when viewing a videogame trailer. Congrats to @Elgrannael for the amazing track, and the VF team for the animation. Can't wait for it to drop somewhere.
@rwdaigle@davidcrawshaw@copyconstruct Those are indeed a bane (also at DAY_JOB, where I avoid them like the plague). I hope someone knows a way to improve this, and evangelize it to the world.
@rwdaigle@davidcrawshaw@copyconstruct e2e is less brittle, because you test your contract/API (which may just be invoking a CLI if you are creating a CLI).
Flakiness can be a problem, depending on what level you substitute dependencies. The answer: as much real stuff as possible (within flakiness bounds).
@davidcrawshaw@copyconstruct This is one of the few things about the AI era that I like.
I always preferred having e2e tests for many reasons (vastly increased coverage:testlines ration, reduced maintenance, implicit docs, ...).
Now, arguing for people to do integration over unit is much easier.
@royalicing @rfleury Sorry that was wrong. The right side just shows how to use it (by nesting them). The ensures that after each set of nested blocks is over, you don't have non-default OpenGL state that might make you scratch your head later.
@royalicing @rfleury It's a reference to https://t.co/IAdezjA848 I think. The non-DeferLoop ones on the right are perhaps more complicated ones that don't have a simple "unset".
@Skytrias [3/n] I am really not that big of a "go nuts with C macros" guy, but there's one exception, and that's these widget property stacks. It all comes down to this:
#define DeferLoop(start, end) for(int _i_ = ((start), 0); _i_ == 0; _i_ += 1, (end))
@Rinnegatamante You mentioning vitaGL development reminds me: do you know why the RetroArch package on VitaDB is the one without a native GL (piglet) replacement. I saw it in the link (https://t.co/5zqO7Rm8gq). Would be cool to be able to select piglet version (or have two "apps")..
@antirez Was a mac user from '11 to '15 (My MBP '11 was amazing). I got a MBP '15 and after a while it started randomly rebooting, losing my in progress work. Comparing logs with XNU sources said the "reason" was a corrupt network packet.
Panicking? Never used Apple/macOS again.
@neogoose_btw How does one prevent the autoresearch agent from just emptying the tests (or modifying the tests in other ways), if one asks it to optimize those? The examples make it look so easy, but I feel like more structure would be helpful.
@teej_dv@thegenesisbl0ck Correct. I've never understood the "divide your love" take. As if love were some kind of limited quantity. Attention is. But then again, they also have the attention of their siblings, and a larger family in the future to spend happy days with.
@mitchellh Agree in general. Especially for a compiler. For servers case is good, too easily user-provokable expensive errors may end up being a DoS vector.
Curious about the Zig compiler: does it rerun the same code paths with a flag set, or is it fully separate?
@jessfraz@jarredsumner@charliermarsh@mitsuhiko@dhh@wookash_podcast. At this point, the "Game Engineering Podcast" is a misnomer. But it's technical alright, and awesome. Nearly every episode I've listened has been a banger. Just one example: the first one with @antovsky (Stay True to Code Performance).
** Sega Genesis 3D engine Day 2 **
Added solid filled triangles.
Added colors ( full 15 color buffer ) .
All code in C so far apart form the buffer clear and DMA buffer sending so should be some good speedups to come yet once line / triangle routines are ported to 68k Assembly.
I've done basic filling optimisations in C such as where we can write longs eg fill 8 pixels at once for interior parts of the triangle the function will utilise that.
Still using 3 divisions per triangle setup , I think i will see if I can use a cheaper reciprical multiplication instead.
All rotations vertices are calculated live , in 2d space at present.
#SGDK #SegaGenesis #SegaMegadrive
.@runevision shared a breakdown of his GPU-friendly terrain erosion filter, designed to emulate erosion without simulation and simple to generate in chunks.
The code is available: https://t.co/yVRbiXCgXO
meshoptimizer 1.1 is out!
Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.
Boosts and repository stars are welcome!
https://t.co/BXRVTbXbiL