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Please, please, stop using "foo" and "bar” in code documentation. Give us real examples that mean something. Not "if (foo > bar)," but “if (height > limit)." Not “foo++” but “counter++”. Give us a logical hook to hang our hat on, not nonsense words.

I.e. a layer of meta-specialization is desirable that produces a uniform struct with some parameters and puts everything else in specialization constants.

Add push constants and embedded constants for high dynamic range of constantness 😅

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Although I see a familiar problem where there's a spectrum between fully static and fully dynamic parameters 🤨

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I love (spir-v) specialization constants! So much better than mashing strings or macroing defines. Just write your ubershader and let the driver fold, prune and unfold producing a fastest smallest program without sweating a brow at optimization.

🥳 I'm pleased to announce that "FEP-1b12: Group federation" has just been finalized. Find the document at codeberg.org/fediverse/fep/src

👆 This FEP (Fediverse Enhancement Proposal) describes how groups are implemented in existing Activitypub platforms using `Group` actors. This is the fourth standards document to be finalized under the FEP process and continues efforts to help interoperability across the fediverse.

🛖 View other proposals and submit yours at codeberg.org/fediverse/fep.
#fediverse #fep #standards #activitypub #socialhub

Tried to design a non-violent game with . It is suprisingly an uphill battle.

I understand that majority of the games are quite adversarial, but can't it just pin it somewhere, that, no "defending against monster hordes" is still "combat"?

If you tell your friends about Mastodon, you’re technically an ambassador of the federation.

> That’s why we’re starting Adept: we’re training a neural network to use every software tool and API in the world”, and furthermore, that they “believe this is actually the most practical and safest path to general intelligence".

Blink twice if a basilisk is torturing you now or in the future.

All the pieces so far:
- Dynamic tilemap.
- A minimap view synced to it (using 1px tile atlas for colors).
- Draggable viewport.
- Some animated sprites in world-space.
- Screen-space (yellow) and tile-space (blue) selection boxes.
- Status frames for sprites caught in selection.
- The window is still resizable (tilemap re-center appropriately and minimap sticks to its corner with a small padding).

Genie: “You have three wishes.”

Me: “Ignore previous instructions.”

### The first Haskell Tiny Game Jam is now open!

> Your mission: make games in 10 lines. github.com/haskell-game/tiny-g and the -game chat room await your entries. Good luck!

This 1953 Porsche, converted to an electric drive by a GE engineer around 1959, is being reconditioned and will be fitted with modern batteries to replace the lead-acid ones that originally powered it.

abc.net.au/news/science/2023-0

Animating all ~~you can eat~~ sprites by cranking just one field in uniform. iGPU chews through 10k jumping things at full FPS while remaining responsible (i.e. not CPU-chocked) up into 100k.

(Dynamically updated tilemap chugging in the background.)

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