309 karma · joined June 6, 2009
X: @arijo GitHub: https://github.com/arijo Substack: feelingbuggy.com LinkedIn: https://www.linkedin.com/in/alexandrerijo Facebook: https://www.facebook.com/alexandre.o.gomes
Engineering is there to implement the creative vision - not a creative endeavour in itself.
They are aware that creativity takes time - but that engineering resources need to be efficiently allocated and optimised.
Can someone please help me figure out what I'm missing?
Search for other Thomas Seyfried videos on YouTube - he defends a metabolic approach to cancer treatment.
He writes the forward to “Keto for Cancer” - https://a.co/d/8NxMOXJ
https://www.feelingbuggy.com/p/how-the-ketogenic-diet-helped...
Have the balls to share your opinion with the team in public.
They will do everything for you.
Human metabolism is sensitive to the type of food you eat.
Check https://www.metabolicmind.org/ as a starting point and follow the rabbit hole to understand the link between what you eat and mental and metabolic illness.
Also, GLP-1 also eliminates muscle - your heart is a muscle.
I take back the bullshit qualification though - it was a mistake on my part.
I've had several full blown psychotic episodes and been hospitalised several times.
Fortunately there was one medication - Amisulpride - that kept me stable enough to be able to have a professional career, though not without a lot of struggling and sacrifice.
I know what psychosis is and honestly, this avatar therapy feels a bit like bullshit to me.
When in psychosis, you are not listening to your voices - you are your voices and they can command you to do things you do not want to do. You are not in control of you consciousness.
There is hope though. A revolution in mental illnessis going on - check the metabolic mind site for more info - https://metabolicmind.org
I talk about my experience in my blog - https://www.feelingbuggy.com/p/finding-hope-after-decades-of...
Many other people have substantially improved because of metabolic therapy and there are dozens of random control trials going on with very promising early results.
There are ever more cases of successful treatment via metabolic therapy
Under the risk of being unpopular, it's my responsibility to let people know about this treatment option and bring hope to those who suffer from this terrible illness.
https://graphicscodex.com/app/app.html
and
https://mini.gmshaders.com/p/radiance-cascades
so I could have a basic grasp of classical rendering theory.
I made some assumptions:
1. There's an isometric top-down virtual camera just above the player
2. The Radiance Cascades stack on top of each other, incresing probe density as they get closer to the objects and players
I suspect part of the increased algorithm efficiency results from:
1. The downsampling of radiance measuring at some of the levels
2. At higher probe density levels, ray tracing to collect radiance measurements involves less computation than classic long path ray tracing
But I'm still confused about what exactly in the "virtual 3D world" is being downsampled and what the penumbra theory has to do with all thus.
I've gained a huge respect for game developers though - this is not eady stuff to grasp.
Is the key idea the fact that light intensity and shadowing require more resolution near the light source and lower resolution far from it?
So you have higher probe density nearby the light source and then relax it as distance increases minimising the number of radiance collection points?
Also using interpolation eliminates a lot of the calculations.
Does this make any sense? I'm sure there's a lot more detail, but I was looking for a bird's eye understanding that I can keep in the back of my mind.
Nonlinear systems responses to a sine signal are in general not just a change in phase and amplitude.
It works if the perturbation stays small and within a linearised version of the dynamics.
Which I think is what is happening with SpinQuant as well - a smoothing of the frequency spectrum of the model weights, confirmed by the smearing of the singular values of the weight matrices.
I'm no expert and I'm sure this has been tried by many people already - but would it be possible to reduce the computational effort instead by using SVD decomposition, spreading the singular values and then reapplying the original singular values and recomposing the matrix using the quantized versions of the SVD matrices?
How does the renderer ensure consistency in case o multiple immutable tree references?
Can I comprehend this as a new Virtual Native UI immutable tree running in native space?
And react native mounts and updates basically synchronally updating this immutable tree and reconciliation being done in native space, dynamically updating the app layout?
```
import { mouse, Window, Point, Region } from '@nut-tree-fork/nut-js';
async function clickLinkInWindow(windowTitle: string, linkCoordinates: { x: number, y: number }) {
try {
// Find window by title (using regex)
const windows = await Window.getWindows(new RegExp(windowTitle));
if (windows.length === 0) {
throw new Error(`No window found matching title: ${windowTitle}`);
}
const targetWindow = windows[0];
// Get window position and dimensions
const windowRegion = await targetWindow.getRegion();
console.log('Window region:', windowRegion);
// Focus the window
await targetWindow.focus();
// Calculate absolute coordinates relative to window position
const clickPoint = new Point(
windowRegion.left + linkCoordinates.x,
windowRegion.top + linkCoordinates.y
);
// Move mouse to target and click
await mouse.setPosition(clickPoint);
await mouse.leftClick();
return true;
} catch (error) {
console.error('Error clicking link:', error);
throw error;
}
}```
``` const getScreenshot = async (windowTitle: string) => { const { width, height } = getScreenDimensions(); const aiDimensions = getAiScaledScreenDimensions();
const sources = await desktopCapturer.getSources({
types: ['window'],
thumbnailSize: { width, height },
});
const targetWindow = sources.find(source => source.name === windowTitle);
if (targetWindow) {
const screenshot = targetWindow.thumbnail;
// Resize the screenshot to AI dimensions
const resizedScreenshot = screenshot.resize(aiDimensions);
// Convert the resized screenshot to a base64-encoded PNG
const base64Image = resizedScreenshot.toPNG().toString('base64');
return base64Image;
}
throw new Error(`Window with title "${windowTitle}" not found`);
};
```