The Pi4 is powerful enough to run web browsers comfortably, which was a problem on the original Pi. Office programs run no sweat. You can even do light development work.
Now touch screen keyboards are a different problem.
It just depends on how heavy-duty what you're trying to do is. Scripting in general runs fine on my ARM SBCs. The real trouble is if you've got something that you need to recompile every time you make a change and you don't have a cache set up.
You need a keyboard and mouse to be productive, case closed!
Edit: see the toxic high karma downers even got to this one!
I bet you the high karma people click on your profile to see how much karma you have before they push you down.
Eventually the HN database will leak, it's inevitable, I'll make sure to grab a copy then.
I'm barking up the wrong tree, am I? sorry for the misunderstanding
Even if that would mean I have to "port" the engine to linux/X86. Until now I just had windows/X86 and linux/ARM!
My m1 mac says hi! :)
Now I didn't even mention the App store tie in and how you need to sign the binaries on Apple hardware and how they poach 30%, but you get the picture.
I’f you’re lucky enough to live in a country with consumer protection laws (NZ is one), Apple will fix if for you for 3-4 years. So you pay the fortune you mention and then a bit more to cover this feature.
OpenGL (ES) 3 with VAO was the last feature that really moved any interesting goalpost (to reuse that phrasing since we have a tree structured comment field to move those around) for games.
Most new protocols are just job security.
Edit: Also calling something that just released in hardware (OpenGL ES 3) legacy is kinda weird.
Maybe wait a decade or two?
Performance with the low level APIs are not something that competes with OpenGLs higher level API, they are complementary; eventually there will be OpenGL drivers written in Vulkan!
That said, I have yet to meet anyone that can give me a practial example that affects gameplay where Vulkan (or Metal/DX12) makes a difference!
Also last but not least fragmentation is bad, I rather support OpenGL (ES) 3 on all platforms than port to those 3 new APIs.
edit: the timer is there probably for flamewar prevention. Maybe for general discussion quality too.
The biggest problem with OpenGL is the state. It severely affects CPU usage and limits parallelism options. The second problem is poor handling of buffers.
It hardly matters, anyway. Vulkan, D3D 12 and Metal are very similar and almost always used indirectly through a game engine that can take advantage of them.
Unity and Unreal are so bad. I mean compile for 30 minutes? To use them is to have technical debt way beyond what is healthy.
So why can't you make OpenGL stateless? It seems to me multithreading is really bad on the new APIs too, you'll have to trash memory with a bunch of buffers that then gets submitted by one thread causing motion to photon latency!
RdR2 had like 10 frames of lag! Completely unplayable.
I prefer direct/forward rendering one one thread and make the graphics simpler instead. Graphical fidelity is not important to make a fun game, just look at Nintendo.
For the vast majority of games that compete on graphics, you need to use modern APIs to take advantage of modern GPUs.
http://talk.binarytask.com/task?id=579711216639635462
My server is the first MMO system to handle 10.000 concurrent action players on one machine: http://fuse.rupy.se/about.html
You have to pick your battles.
How will you ever get those 8 seconds back??
8 seconds x 1 million compiles = 92 days!
When you code action games you want to iterate quickly to make the controls and physics as good as possible.
I made a .dll/.so hot-deploy system to be able to work effectively, so I can hot-deploy the game in <1 second on the Raspberry but then on the PC I do it in 100 microseconds!
I guess I did write the code from scratch, but it’s just Python, nothing fancy.
https://community.twistedfields.com/t/introducing-acorn-a-pr...
Where is the battery? Lead-acid or Lithium?
What does this even do, I see no arms, cutters or anything?
No battery. It runs directly off of solar power with a supercapacitor bank to provide peak currents. Power draw while driving walking speed on level ground is 20-30 watts with the latest drive system (not shown in the video). Solar panels are 8 100 watt panels.
The project is a work in progress. We just open sourced everything and wanted to start building a community of interested followers who would like to see our progress and share ideas. I do mention this in the blog post but I realized afterwards that understandably a lot of people just watch the video and don’t get the full picture. But we’re adding a vision system now and tools will come in the future. We’re solidifying the base vehicle right now which is what you saw in the video.
Feel free to ask me here or join our community at the first link I shared if you have any more questions!
If you code Python then you really have missunderstood what tools are available.
My recommendations: C or Java.
You need a battery if you want to be able to predict work, we had a whole month of cloudy weather last year!
I missed the video, I'll check it now.
Im embedded/Iot none of that matters, but if we are talking about work, using PI makes no sence when compared to even an old laptop form ebay.
The NUC is an ok alternative with the (for modern unavailable) Streacom NCX cases.
I'll use the Raspberry when the KWh is $1, until them I'm trying to move to Atom.
I have one of these Flirc cases: https://www.adafruit.com/product/4553. It looks fairly nice, acts as a heat sink, so my Pi 4 chugs along fine without having to throttle even when using all cores.
Look here to understand: https://streacom.com/wp-content/uploads/nc1-wy-025-000-b.jpg
THAT is good design, comparatively everything released for the Raspberry looks like turds.
The Flirc in particular has 2 major flaws: It has a plastic lid on the top?! And it has the logo, things that have to put their name on their product always have bad design. The design should be the logo!