1,312 karma · joined June 23, 2014
The last dev version is even more useless, the "break on exception" button is missing.
The headset is not wireless and the controllers have 1-2 ms of latency. They compress the controller data a lot in a very smart way. More info: https://hackaday.com/2016/12/12/cnlohr-reverses-vive-valve-e...
Well, GearVR and Daydream suck but at least don't make you sick if you stay sit and avoid apps with artificial movement.
Been developing WebGL for years. I've never seen any difference in performance with gl.finish() and without vsync. I would expect some difference because the JS code wouldn't be running in parallel with gl.finish().
The only way I have been able to measure performance is to look at the FPS without vsync (chrome --disable-gpu-vsync).
- "Is someone behind that parked van?"
- "Yes"
- "Who?"
- "Mind your own business, just slow down in case I decide to jump to the road, ok?"
I don't think that will ever happen. It may even be the opposite: AI will drive in a way it will always be able to stop if there's a possibility that there's someone behind some obstacle that may jump to the road at any moment.
Worst case scenario, beacons become mandatory. Cheap and anonymous beacons you have to carry when you're near a road. Smart phones may include such functionality.
How? There's no concept of a tainted WebGL canvas because it just can't load textures without CORS.
As an anecdotal data point, I was very introvert and I did learn to "be extrovert" and many people wouldn't notice at all, but at the end of the day I need to be alone, sometimes for days to recover and be productive again.
Even though it's anecdotal I think we can't generalize and say "introversion doesn't exist". There's a lot of factors involved. Stuff may be even more complex when dealing with an ASD.
Knowing this, I think it's pretty obvious introverts can learn and appear as extroverts, but eventually they hit a point where they have to say "bye" and be alone doing nothing productive for a while.
Lone Echo is much better, and with controls perfectly tailored for VR. It's an Oculus exclusive but I played with ReVive.
About fat: https://www.youtube.com/watch?v=5S6-v37nOtY About salt: https://www.youtube.com/watch?v=-ygExIZm7Wo
The second problem didn't turn out to be as big as I thought. I was bitten by it about a couple times a year, and every time it was symptom of too long functions or too many closure nesting.
Transpiling and source maps are not a problem. Small changes in my code takes 200 ms to recompile with source maps, with webpack in watch mode (projects are ~20k lines). And when I start a new project I just copy the webpack config from the previous one (with cli switches for several features).