235 karma · joined March 1, 2022
email: username at protonmail.com
typically at least in the US there's a mix of GPU-focused machines as well as traditional CPU-focused machines. the leadership class machines (i.e., the machines funded to push the FLOPS records) tend to be highly focused on GPU. one reason is fixed cooling/power availability. I assume these facilities are looking at ARM as a way to save 10-20% on power and thus cram that much more into the facility.
It's not an MMO as such, with something like 50 players per server. The Server Meshing God-tech that they've been banging on about for years now is practically impossible as described. To paraphrase, "you'll be able to shoot a gun from one ship and the bullet will pass through several cloud servers as it hits a player in another ship". Latency and n^2 are not your friends here. Honestly, based on this alone I'm surprised by the amount of Gell-mann Amnesia in the thread.
In my experience it's a "make your own fun" sort of game. Try it on a free play weekend, but IMO don't get sucked in and donate tens of thousands of dollars to a broken CryEngine demo running on promises.
Cronjobs? Those will be gone too in a few versions. You really should be keeping up with the time-based task working group!
and personally, I think elastic cakehole is not the right tool for the right job. You should really switch to open cakehole by Amazon.
Personally I consider GPL an _implementation_ of copyleft rather than copyleft itself.
The problem is that, as a downstream customer of that software, RH threatens to terminate my business contract with them if I exercise my own freedom to redistribute that software. It's completely in bad faith.
Remote: Sure
Willing to relocate: To Midwest or possibly East Coast USA
Technologies: HPC, Kubernetes, Storage technologies, Erlang
Résumé/CV: On request
Email: cmdrk@proton.me
Interested in academic computing opportunities, interesting distributed system work. Not interested in adtech/fintech.
It integrates with Godot, with the ability to generate a client library that (un)marshalls data by way of Protobuf and communicates over ENet (UDP) or WebSocket (TCP).
Most recently, I've been working on a 2D space game with the framework, envisioned as a top-down EVE Online or Elite: Dangerous style of game.
Now I can finally go rebase all of my plugins against the new GDScript now that it's stabilized a bit. Seems there were a number of small but breaking changes between the beta releases. Overall the betas have been fairly pleasant to use.
Hoping that the Godot team will consider producing double precision binaries now that we're closer to release. It's a small pain to have to build from source and divine the right flags etc.
Remote: Yes
Willing to relocate: Within the Midwest
Technologies: Distributed systems, especially those using Erlang (and Elixir to a lesser extent)
Résumé/CV: By request. Over a decade of experience in academic HPC environments including job scheduling, distributed file systems, virtualization (incl. cloud), containerization (incl. K8S)
Email: <username> @ proton.me
no interest in fintech or adtech.