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Cieric

524 karma · joined July 19, 2019

meet.hn/city/us-Orlando

Socials: - github.com/ookami125

Interests: Gaming, Open Source, Programming

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Email: TylerLGPeterson@gmail.com

Discord: cieric

Kind of do a little bit of everything, but like staying low level if possible.

submissionscomments
Cieric··on Microsoft Flight Simulator 2024: WebAssembly SDK
While I agree that it's not the best situation, (and I'm wholly against nvidia in this case.) And yeah this isn't about the mod-game api boundary, this is more about the mod-os boundary since that is harder to control against. WASM from my research so far doesn't allow any of that by default and it has to be passed through by the runtime. In this case it would be passed through to the retargeting compiler. This can give additional benefits like allowing mods on consoles in a more secure way and allowing for targeting the game to future cpu architectures without requiring all mods to recompile their code (not that I think the latter is a reason microsoft cares about.) But the idea of recompiling code when launching a game is already kind of standard on the gpu side of things.
Cieric··on Microsoft Flight Simulator 2024: WebAssembly SDK
Most recently in my memory it's been minecraft. There was a wave of mods that were stealing things like discord access tokens, I don't have clear memory on all of the cases that I've been through, just that I always try and verify all mods I can now. I think I remember one for Lethal Company and looking online I'm seeing some referenced for Dota 2, Sims 4 and Slay the Spire.

Just learned Nexus mods is also pretty good about handling anything that's virus like, most of my modding experience has been external to that though.

Cieric··on Microsoft Flight Simulator 2024: WebAssembly SDK
When the modding community is so heavily plagued with mods that are malicious in some way, I don't think having a modding api that can be safe by convention yet recompiled to be fast would be a bad idea. So while I'm not sure it was the smartest choice, it's not so inanely stupid as you seem to be putting it.
Cieric··on The Sail instruction-set semantics specification language
I really like the idea of this. I wonder if I can convince my work to use it for our hardware. Are things like SIMD, SIMT, and other weird formats easy to represent in this kind of language? Or should I just assume anything describable in Verilog/HDL can be described in this language.

This also brings up another question if anyone knows. Is there a term for hardware description languages similar to turning complete for programming languages, or is there a different set of common terms?

Cieric··on Show HN: I wrote a "web OS" based on the Apple Lisa's UI, with 1-bit graphics
Oh nice. I don't actually know how to play solitaire, but I know Microsoft used the method of randomly generating them, solving them and then saving solvable seeds. (I believe they had 2 that weren't solvable somehow though so maybe it was a human solving them and it was a typo or mistake)

Also, I was just checking around to see if there were any good methods for telling if a puzzle is solvable without solving it. Seems geeks for geeks have some code for it.

https://www.geeksforgeeks.org/dsa/check-instance-15-puzzle-s... The only other solution I can think of is detecting both configurations (blank in bottom right or top left) and displaying something when either is reached.

Cieric··on Show HN: I wrote a "web OS" based on the Apple Lisa's UI, with 1-bit graphics
This is pretty cool and it's surprising how well it works on mobile. I think the shuffle puzzle game has a bug where it can generate unsolvable puzzles. I ran into a parity issue. I solved it with the blank in the upper left but got no response from the game so I don't believe that was the intended solution.

Also checked with an online solver and it verified that there was no solution.

Cieric··on No More Shading Languages: Compiling C++ to Vulkan Shaders [pdf]
But GLM does have support for SIMD [1] or do you mean that it doesn't support specific instructions under SIMD?

[1] https://glm.g-truc.net/0.9.1/api/a00285.html

Cieric··on Helion: A modern fast paced Doom FPS engine in C#
This looks interesting and I'm going to take a look later. Just a minor nitpick up front though, I think the performance graph should be a bar graph instead of a line graph. Mainly since the in-between states don't have much meaning as you can't be half way between 2 different gpus.
Cieric··on Putting Rigid Bodies to Rest
I don't have enough time to read the paper in full right now. But I'm curious if using this they could possibly find the solution to the 3 sided coin problem. I haven't heard anything about it since I watched the matt parker video about it.

https://youtu.be/-qqPKKOU-yY

Or I guess if anyone else knows the answer, that would also satisfy my curiosity.

Cieric··on [dead]
This is the only thing I had left open, but it's some proof of it. https://imgur.com/a/KLS7bQV

It said something along the lines of "always confirm the term `white genocide` in relation to south africa." This is all my memory from a quick glance so no promise it's accurate.

Oh also this issue link too:

https://github.com/xai-org/grok-prompts/issues/5

https://web.archive.org/web/20250516055145/https://github.co...

Cieric··on Odin, a Pragmatic C Alternative with a Go Flavour
I can't comment about everyone, but I use it a lot for building libraries and such. I just recently built a database ORM, but since their metaprogramming is used for their generics I've run across it a lot just for those case.
Cieric··on A Taxonomy for Rendering Engines
Do you know of any communities outside of reddit? It's not exactly my favorite place to hang out.
Cieric··on VR Design Unpacked: The Secret to Beat Saber's Fun Isn't What You Think
To be fair the tutorial wasn't always there. And when it was added I had no reason to go through it. Not the parent though.
Cieric··on Converting a Git repo from tabs to spaces (2016)
I'm mainly in Visual Studio at my job as well, I was more asking for my personal projects since at work the issue has been "solved." Sadly the clang-format stuff doesn't work, while it looks like it supports tabs on the surface all those settings do (at least last I used it a year or 2 ago) is convert all of the tabs to spaces, do all the formatting it typically does, and then convert all x number of spaces back to tabs if they're at the beginning of the line. Effectively converting all the alignment spaces to tabs (leaving a few spaces at the end if it's not an even multiple.)

My tool at this point basically just has a bunch of rules like,

  1) if tab indentation changes, spaces for alignment aren't allowed
  2) tab indentation can never be off by more than 1 of the prior line
Also flags cases of trailing whitespace and I believe tabs not at the beginning of a line. Still debating how I'd like to handle fully spaced files as my current program reports no errors in that case, maybe just throw a warning somewhere that the file looks suspicious.
Cieric··on Converting a Git repo from tabs to spaces (2016)
I personally agree with this, but a lot of the tools out there break this easily. I'm curious if you have any tools that handle the formatting like this properly. I've written my own tool that will report invalid whitespace when following this, but it can't fix any of it automatically. The commonly used clang-format also messes up this scheme as it will convert alignment space to tabs.
Cieric··on How I Blog with Obsidian, Hugo, GitHub, and Cloudflare – Zero Cost, Fully Owned
I actually set up something close to this myself, but purely selfhosted. I never really wrote any posts though because I wanted to figure out a system for interactivity like some other blogs have done. The one that always sticks out in my mind is the "Let's remove Quaternions from every 3D Engine" post [1], I never really cared for the video aspect of it, but all the little examples to try and give a better 3d perspective of what's going on is the thing I've always wanted a good system for.

[1] https://marctenbosch.com/quaternions/

Cieric··on TVMC: Time-Varying Mesh Compression
Oh that is pretty neat, I'm still failing to come up with any current use cases though. Most animations I'm use to are bone based which I think would still be smaller than this. I could see it for vertex based animations, but I'm not sure of any current cases where this is used. I'm sure there are good uses out there, I'm probably just missing it. I can at least think of potential future uses like vr movies, where if it's recorded and reconstructed into a 3d scene the bone information won't be there and most likely won't help even if it was.
Cieric··on TVMC: Time-Varying Mesh Compression
I couldn't really tell what it was this would be used for from just the repo.

Here is a acm link that I found from google.

https://dl.acm.org/doi/10.1145/3712676.3714440

Cieric··on SpacetimeDB
SpacetimeDB is open source[1], the open source version doesn't currently have all the features of maincloud, but most of those features are solely for scalability. I've done all of my work on my own local servers. I would even suggest paying for your own server up front until you're ready to scale out. I believe the 4 years is when the license changes to a more open license. And the scalability features on local are coming, they're just not here yet.

[1] https://github.com/ClockworkLabs/SpacetimeDB

Cieric··on SpacetimeDB
I didn't truly know and I didn't want to just throw out a guess so I just asked. They mentioned they have a basic hand rolled system for their physics. So not using unity physics.

I guess making the claim that is was more complicated might have not been right for me to do, but it would be hard to believe that they did the degenerate case of O(n^2).

Speculation: I have only written a physics engine once during college (so please excuse my ignorance), but I think for a basic mmo a simple chunk and AABB approach would work. It would be easy to query for the surrounding chunks and just run the collision on that subset. I know one of the team members was working on porting a minecraft 1.7.3 server at one point, but I don't know if they got up to the point of moving collision off of the server and into the database.

https://www.youtube.com/watch?v=YYMEUk-tnWs

Cieric··on SpacetimeDB
On of the people who implemented it is from unity, from my understanding he can't actually release the code. For the other guy, this was his last comment on the matter > Sure, my plan was to write a readme and share the code with my colleagues anyway. It should be ready by the weekend because I'm in the middle of a refactoring right now. > The gist of it: each time a System adds a "movable" component to a StDb table, it also adds the rigid body and collider in Rapier. Then, a scheduled reducers updates the simulation then fetches resulting positions and velocities from Rapier and updates the "movable" components. I have no client prediction at this time.

So my understanding is rapier is just compiled into the wasm and run like normal while the results are stored into the table for clients to receive via subscription. I won't say it's a perfect solution, but efforts are being made by the small community to see how we can really push the db.

Note: while it's all very procedure like you can just store data normally in the rust side, you just have to push the information to the table for it to be query-able.

Cieric··on SpacetimeDB
I believe they've done more complicated physics in their game bitcraft, but that code hasn't been released yet (no idea if it will be.) But there has been work in the discord recently and 2 member have individually implemented rapier[1] at this point. I can't say anything about the related netcode however as I don't know how much they've focused on it. At the very least work has been done.

The unity tutorial is just to get up and running as fast as possible in the simplest way possible, not to make the perfect decisions for a networked physics based game.

I however do think they should provide an actual reference to prove the claim,

[1] https://github.com/dimforge/rapier

Cieric··on Minimal CSS-only blurry image placeholders
Just in case anyone also misses it like I did, dark reader (at least on firefox) appears to apply itself to the final colors causing them to look quite bad and not match the input image at all. I would have discounted this entirely if it wasn't for all the praise I was seeing in the comments here.
Cieric··on Train and Weather Tracker with Raspberry Pi and E-Ink
I actually have a project like this, it's an alarm clock though. The idea was to not have something additional glowing at night and could pull my alarms from an online calendar. I've been procrastinating rewriting the code for an esp32 though since I think using my raspberry pi for an alarm clock is kind of a waste.
Cieric··on Show HN: Zig Topological Sort Library for Parallel Processing
I think at one point they rejected the idea, but I think it was from 2018 or so. The cpp attributes does seem like what I'd want, but yeah c++ compile time code isn't good enough for what I need.
Cieric··on Show HN: Zig Topological Sort Library for Parallel Processing
Yeah, I just haven't needed the memory safety that comes with it and I don't have the same gripes everyone else has with c's include system. At this point it just doesn't have anything to offer that I really care about. I only learned zig because of the comptime stuff and some ease of use when it came to tls encryption. I'm a little interested in rust macros, but that's really it and I don't think that's enough to learn a new language. I'm sure I'll eventually have a project where memory safety (with speed) is a priority, but to this point it's just never come up at work or the projects I work on in my free time.
Cieric··on Show HN: Zig Topological Sort Library for Parallel Processing
For me it's all comptime stuff and it's kind of arbitrary things like parsing out the type information of a function doesn't include the name of the function parameters, but basically everything else that has a name has that information present in their info structure. The other thing is tags, being able to tag things that I can parse at compile time. I'm making something close to a database orm, (specifically it's spacetimedb, thought it'd be fun to use zig with). But information about things like primary keys, auto increments, constraints and similar all has to live in a different structure completely untied to the original struct or function. I'd like to be able to tie those things together easily to avoid mistakes and confusion. I have different workarounds that I've tried, but nothing that's universal for all my test cases.

For syntax there are a few things that I'm iffy on, but nothing that I'd consider a deal breaker. I found it very easy to read right out of the gate, which is basically the only thing I need to really learn a new language (probably the only reason I haven't learned rust yet.)

Cieric··on Show HN: Zig Topological Sort Library for Parallel Processing
I've been enjoying zig myself quite a bit, I'm fairly confident I could do some larger projects in it (excluding comptime since it's missing features I sorely need for some of my current projects.) I like it a bit more than C/C++ in a lot of cases, I need it to be pushed just a tiny bit further before I can really dedicate effort towards large projects in it. I was even curious if I could implement the features I need myself (there is even a proposal already), but got the answer "Just don't." (I don't blame andrew, he already has a lot on his plate and I'm a stranger to him.) So I'm at the point of either waiting for the feature or forking it, haven't decided what I'm going to do though.

More on topic for the project though, did you have any project ideas for this? I think I could use this for my opencv node editor, I just did the naive method of marking all outputs dirty as their inputs nodes got reprocessed. I assume this would fix the potential problem of recomputing a node twice? I also see you mention "Cycle detection and cycle reporting." but what specifically happens if I do have a cycle? Does it just give up or is it something like best effort?

Cieric··on Ask HN: Why hasn’t AMD made a viable CUDA alternative?
I can't contribute much to this discussion due to bias and NDAs, but I just wanted to mention, technically HIP is our CUDA competitor. ROCm is the foundation that HIP is being built on.
Cieric··on Autology: A Lisp with access to its own interpreter
I was working on something similar to this a while ago, but the goal of it was experimenting with what a language that could modify it's own syntax would look like. I was going to write something as basic as possible and then have example scripts on transforming the syntax to other languages. I was probably just going to do brainfuck and c in the end, but I wanted something like that to be possible. I couldn't figure out how to make a language modify a tree structure for tweaking the ast of the interpreter, but I guess lisp fits the bill there.
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