Under an eventual cap of 7 ordered representations, our argument bounds the nontrivial modular Fourier mass by 1/48, uniformly over a range of growing moduli.
It builds on known moment methods. Looking for prior art or counterarguments. (2/2)
Spent today using GPT-6 Astra and working to investigate the Erdős–Turán additive basis conjecture, an open problem in number theory.
Didn't solve it, but we derived a quantitative Fourier restriction on hypothetical counterexamples.
Proof looks promising; novelty unverified. (1/2)
if you have flat feet or experience any issues with walking, you HAVE to https://t.co/RcPisVY2W2, app coming soon.
Built at dubhacks'26 (runnerup: @sideshift_app track), open-source, and welcoming contributions:
https://t.co/p2sRN51sR8
Understanding is the noblest of pursuits. People who actively strive to understand are pushing against uncertainty. People who give up on understanding are willingly falling into chaos.
Working on getting Ace Combat 5 (PS2) running entirely in a browser using WebAssembly + WebGPU.
so far, i've got PS2 graphics and runtime components running in Chromium, with rendering, audio, controller input, and guest-thread scheduling working in tests.
the integrated test fixture runs at ~60fps. the actual game hasn't booted yet, but we're getting there.
building on sal063's incredible static recompilation work.
first visual milestone below, PS2 graphics commands going through the original GS decoder and rendering via WebGPU in Chromium.
just a test triangle for now, but the pipeline works. actual Ace Combat 5 frames next 👀
more to come
1/?
I'm running the PS2 threads within a single emulated EE thread environment, while Web Workers handle the other runtime stuff and share Wasm memory, so not assigning a separate Web Worker to each PS2 thread.
JS batching helped cut down GPU thread communication, but I'm still seeing liek 7 vblanks per game update and 27 fields/s... might be scheduling,logic,or sm rendering issue
update: ace combat 5's original PS2 code is now executing in chromium.
10,742 functions recompiled. 73 MB wasm module. interactive menus and campaign cinematics working.
mission loading is currently running at 0.67 frames/sec because of ~2,700 synchronous GPU-thread calls per frame 🥀
Latest progress:
- 16-bit PS2 framebuffer rendering
- 17,920 triangles in a single GPU submission
- Bounded GPU texture caching
- Startup and threading fixes
- 9/9 Chromium test suites passing
Still haven't booted the actual game. Next milestone: recompiling the original PS2 executable and rendering our first real frame.
https://t.co/cZqe0RJ3FP
more to come!
2/?