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antiuniverse

218 karma · joined March 19, 2012

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antiuniverse··on Optimizations on Linear Search (2016)
You might also enjoy “Memory Bandwidth Napkin Math”:

https://www.forrestthewoods.com/blog/memory-bandwidth-napkin...

antiuniverse··on Overriding C++ virtual functions at run time
The standard approach to this, at least on Windows, is to build the debug symbols into a separate database (PDB file), and reconnect the addresses to the symbol names on the back end. Microsoft makes tons of symbols available for their own code via a symbol server which debuggers can query by the combination of a module hash and a relative virtual address.
antiuniverse··on What Unity Is Getting Wrong
Sure, I didn’t say changes don’t happen. Plenty of teams gutted UE and made it into something unrecognizable. But it shouldn’t be your first choice.

How about this... stick to small changes, freeze your engine upstream version, or hate your life: pick one? ;)

antiuniverse··on What Unity Is Getting Wrong
It’s true that you really, really want to avoid making changes to the engine. Even for AAA studio source licensees in prior UE generations this was widely agreed upon. The good news is, you really shouldn’t have to.

In my mind, the big win from having the Unreal source code is understandability. But also, in contrast to Unity, if you should for some reason need to—say a critical bug that’s stopping your game from shipping at the last hour—you at least have the option.

antiuniverse··on YOLOv4: Optimal Speed and Accuracy of Object Detection
Real Genius: https://imdb.com/title/tt0089886/
antiuniverse··on Ask HN: Are there any tools to calibrate a display without a colour profile?
I haven’t been through the process recently, but I believe the i1 Display Pro I have includes optional workflow steps which ask you what controls are available on your display, and gives you a chance to make those kinds of coarse adjustments before building the LUT. For some monitors it can also automate that process via DDC/CI, but I think that’s an extreme minority.
antiuniverse··on OpenSnitch is a GNU/Linux port of the Little Snitch application firewall
This is neat, but it seems strange to call it a "port" of a closed source proprietary commercial product. It doesn't actually seem to be related beyond also being a firewall with a UI that kinda imitates Little Snitch.

I think a better term might be "clone"?

antiuniverse··on Apple Explains Mysterious iPhone 11 Location Requests
Close; there's a precedent for it having been subverted via firmware compromise:

https://www.usenix.org/system/files/conference/usenixsecurit...

antiuniverse··on Justice for Dr. Richard Matthew Stallman
>Some excerpts from many years ago did defend the alleged liberty of children to have sex – even with adults – “if the child accepted it”. For example, in 2003 Stallman wrote

>>"I think that everyone age 14 or above ought to take part in sex, though not indiscriminately. (Some people are ready earlier.)"

>In 2006 he was skeptical of the claim that “voluntary” pedophilia harmed children. He wrote something similar in January 2013, but within limits.

>This author opposes such an opinion! However, Stallman later changed his mind and, on 14 September 2019, (belatedly) retracted it.

YIKES. I hadn't even heard that part. Convenient timing to suddenly change his views on the subject.

antiuniverse··on The Grove 8 – Growing Trees in Blender
Hmm, I swear this must be new since last time I checked the Blender site, but it seems to address my concerns very succinctly, and apparently that's not relevant:

> Sharing or selling Blender add-ons (Python scripts)

> Blender’s Python API is an integral part of Blender, used to define the UI or develop tools for example. The GNU GPL license therefore requires that such scripts (if published) are being shared under a GPL GPL compatible license. You are free to sell such scripts, but the sales then is restricted to the download service itself. Your customers will receive the script under the same license, with the same free conditions as everyone has for Blender. Sharing Blender or its scripts is always OK and not piracy.

antiuniverse··on The Grove 8 – Growing Trees in Blender
Very impressive, and I'm also seriously tempted to look into a pipeline to take these into Unreal Engine as an alternative to SpeedTree.

There's something I've been curious about, though, which is that since Blender is licensed under the GPL, aren't all these add-ons also forced to release under a GPL license? Which means the first person to pay the ~$500 is legally within their rights to reupload this product for the rest of the world to download freely?

Not trying to troll, though I worry it may come across that way. It's just that I've actually had a friend try to convince me to work on Blender add-ons for supplemental income, and it seemed like a bad idea for that reason... so I'd like to make sure I'm not missing something.

(I guess you can make the case that all the comparable non-GPL software gets pirated too, but this seemed somehow more demoralizing to me.)

antiuniverse··on Ask HN: Do senior engineers have a mental model before coding?
>I’ve heard of developers that don’t use debuggers because they have a mental model in their head.

Having heard these claims myself, I firmly believe that developers who eschew debuggers are either severely handicapping themselves out of misguided bravado, or at best are too lazy to invest minimal learning time to establish basic proficiency for huge reward. There's no reason not to avail yourself of extremely powerful tools like that.

That said, maybe don't start with text-mode debuggers...

antiuniverse··on The Baseline Interpreter: A Faster JavaScript Interpreter in Firefox 70
That might be considered an example of profile-guided optimization: https://en.wikipedia.org/wiki/Profile-guided_optimization
antiuniverse··on Which programming language is used for making Windows 10?
Keep in mind that to manage the insane scale, Microsoft internally hides git behind a custom virtual file system:

https://vfsforgit.org/

https://github.com/Microsoft/VFSForGit

antiuniverse··on Zotero: An open-source tool to help collect, organize, cite, and share research
It allows you to upload PDF or website snapshots, and by default an account is granted 300 MB free storage. They also have paid upgrades:

2 GB: $20/yr 6 GB: $60/yr Unlimited: $120/yr

I've had the paid 2 GB plan for a while, I've got about 800 MB stored with them, and I've been very happy with the service.

Between the Firefox connector, the automated PDF OCR metadata lookup, and the ability to pull in metadata from DOIs, Zotero makes indexing things insanely easy. It's like MusicBrainz for articles. I'm always surprised how many obscure PDFs it correctly recognizes and indexes for me.

antiuniverse··on 20 Years of Crunch Take Their Toll on a Game Developer
There's actually a term for that effect: "semantic satiation."

https://en.wikipedia.org/wiki/Semantic_satiation

antiuniverse··on iOS 11.3 is available today
I suspect it has something to do with the captive wifi webview being (frustratingly) modal.

I was staying at a hotel recently that wants you to put in your rewards account credentials at the captive portal page, but I couldn't switch over to 1Password to retrieve those credentials without iOS dismissing the portal page and leaving me with no easy way to get back to it. At which point the internet is working, and you're no longer "captive," but the half-completed process implies you want them to bill your room $15 for a day access pass...

antiuniverse··on Ask HN: What are the modern approaches to robotic control?
Not my field, but in case this link is helpful:

"Planning Algorithms" by Steven M. LaValle

http://planning.cs.uiuc.edu/

>This book presents a unified treatment of many different kinds of planning algorithms. The subject lies at the crossroads between robotics, control theory, artificial intelligence, algorithms, and computer graphics. The particular subjects covered include motion planning, discrete planning, planning under uncertainty, sensor-based planning, visibility, decision-theoretic planning, game theory, information spaces, reinforcement learning, nonlinear systems, trajectory planning, nonholonomic planning, and kinodynamic planning.

antiuniverse··on A 2-Minute Walk May Counter the Harms of Sitting
Even treadmill desks are coming under fire now... it seems you just can't win.

http://www.katysays.com/junk-food-walking/

antiuniverse··on How GitHub Conquered Google, Microsoft, and Everyone Else
Anecdote: I am an independent game developer who views git-annex as unproven, but who would also love to get away from Perforce. However, Perforce is free for up to 20 users, and right now my side project has one other person working on it - $400 for a year of GitLab is a non-starter.

More generally, I am curious how many of the "larger organizations" to which you refer in this context (clients interested in git-annex) are in the games industry, and how seriously interested your company is in trying to cater to that industry's needs? (Lots of game engines enjoy built-in first class support for Perforce due to how established it is in that vertical.)

antiuniverse··on Unity 5 released with upgrades, full-featured free version
Here's an outstanding article that goes into the nuance of actually achieving floating point determinism: http://gafferongames.com/networking-for-game-programmers/flo...

My takeaway: It's hard enough that I'm probably never going to attempt to implement lockstep simulation, and if I was forced to I'd probably do everything in fixed point for my own sanity.

antiuniverse··on Unity 5 released with upgrades, full-featured free version
That's good to hear, I think it's strange that it ever existed in the first place.
antiuniverse··on Unity 5 released with upgrades, full-featured free version
You're right that you can at least use Perforce as the underlying database, but "worked great" is subjective.

The concept of version control is much more integrated into the UX of the Unreal tools, with things like visual diff/merge support for assets built in.

Additionally, one of Unreal's killer features for scaling collaboration up with larger teams is the idea of editing a map in multiple distinct layers which are composed at runtime. This means you can have someone working on audio in the audio layer, someone working on collisions in the collision layer, someone working on lights in the lighting layer... all in parallel. If you tried that in Unity, all you'd end up with is a binary blob with a merge conflict, and n-1 people having wasted their time.

antiuniverse··on Unity 5 released with upgrades, full-featured free version
Oh, I stand corrected! Thanks for clarifying.
antiuniverse··on Unity 5 released with upgrades, full-featured free version
With Unity 4, only the Pro version supported the Oculus Rift plugin, because the Rift SDK relies on render-to-texture support, which was disabled in the free version.

Now the free version of Unity also supports the Rift. That is indeed new.

EDIT: I am totally wrong!

antiuniverse··on Unity 5 released with upgrades, full-featured free version
In my mind, the use case for Unity is mobile and other downlevel hardware. I still wouldn't try and target mobile or low-end PCs with Unreal Engine 4.

That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the possibility to implement your own bugfixes or otherwise modify the engine.

In addition, the collaboration story with Unity still isn't great once your team scales past "tiny." Unreal and its Perforce integration were built and battle-hardened in the forge of AAA studios with hundreds of artists; Unity still encourages you to use a proprietary "Asset Server" which they charge extra for, and even then it gets awkward and prone to irreconcilable merge conflicts once you go past two or three people on a team.

Having said all that, yay competition!

antiuniverse··on Unreal Engine 4 is now available to everyone for free
https://forums.unrealengine.com/showthread.php?52618-Large-S...

According to this thread, as of version 4.6, the maximum supported multiplayer map size out of the box is 20km x 20km. Is this the limitation you were referring to? That wouldn't accommodate an MMORPG or Minecraft, but otherwise seems quite big.

antiuniverse··on The co-op consultancy
I thought that studio name sounded familiar: I watched your talk about extending coroutines in Unity - good stuff, thanks for that!

Something I've been struggling with lately is that in my heart of hearts I'm still a game developer, but as a freelancer, it seems to be so much easier to find work doing just about anything entirely unlike game development.

I'm curious whether you would you be able to go into any more detail about how Twisted Oak is structured, or perhaps point to an example of a similarly structured company I could read more about the nitty gritty details of?

antiuniverse··on What's New in CPUs Since the 80s and How Does It Affect Programmers?
If you enjoyed this article, you might also want to check out Agner Fog's optimization manuals and blog (which I decided were probably worth a separate submission): https://news.ycombinator.com/item?id=8874206
antiuniverse··on Thoughts on replacement languages
I presume you've seen https://zinc.rs/?

"Zinc is an experimental attempt to write an ARM stack that would be similar to CMSIS or mbed in capabilities but would show rust’s best safety features applied to embedded development."

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