1,414 karma · joined April 4, 2022
Website: https://scallywag.software
Bonsai :: A 3D Voxel engine, in a pot: https://github.com/scallyw4g/bonsai
Poof :: A C Metaprogramming Environment: https://github.com/scallyw4g/poof
Reddit: https://reddit.com/r/scallywag_software
I'm not particularly familiar with array based languages, but are you inspired by them at all? Seems like a similar concept.
What're your goals for the language? It would be cool to see a parallel execution model unify SIMD, multithreading and gpu. I bet people with a lot of money would be interested if you could apply it to ML
My read here is that you're implying that if an attacker has access to, for example, weight data, they can invariably find a way to exploit it.
If that's a correct assumption, I think you're playing an unwinnable game, since attackers always have indirect access through inference of the model. It feels like locking down weights/training data/etc is the ai version of security through obfuscation.
Just my 2c, for what it's worth
Take Minecraft, for example. The most successful game of all time along many axies, and it looks .. a certain way. It's definitely not realistic. It's not even pretty in a lot of cases. But it's consistent, and people have pushed it to the limit and created some truly beautiful artwork.
I guess what I'm trying to say is that I think visual fidelity can be a selling feature, but art-style and consistency is much more important.
The best programmers I know of have basically all abandoned C++ in favor of either languages they made, or just use plain C
Who's to say I'm not the one making the hashtable? There are plenty of real-world reasons the standard library hashtable may be either inaccessible or unsuitable.
Furthermore, the idea that "oh, honey, it's too hard, smart people did it for you" is insufferable and needs to die. When I'm the one making something, I have dramatically more information about the problem I'm trying to solve than the author of a hashtable library, and am therefore much better equipped to make design decision tradeoffs.
Please stop perpetuating the idea that 'just use a library' is unilaterally the best option. Sometimes, it's not.
[1] https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
Technologies : C, C++, SIMD, OpenGL, WebGL, WASM, JS, TS
Interests : systems programming, compilers, 2D & 3D graphics, performance
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Hello, my name is Jesse.
I describe myself as a competent generalist, and a lifelong learner. I'm frequently working on something I've never done before. I've worked at every level of the stack, from cycle-shaving hot loops that saturate instruction pipelines to the frontend of large web applications. My most recent professional experience has been about a year at a semiconductor startup; I wrote prototypes for an ISA, compiler, a cycle simulator and visual debugger.
In terms of hard technical skills, I can quickly become productive in nearly any language, and at any level of the stack. I'm comfortable working in heavily multithreaded/async soft-realtime environments where performance is a key acceptance criteria. I have a good understanding of modern hardware architectures, including GPUs, from main memory to registers and instruction pipelines. I have working knowledge of interpreters, dynamic language runtimes and garbage collectors. I'm convinced I can learn nearly anything (albeit some things more quickly than others), given an appropriate problem domain to apply it to.
In terms of business value, I can take hand-wavy visions of new products and turn them into working prototype(s), quickly. I'm comfortable refining those raw materials and delivering real value to customers, internal or external. I have a track record of successfully identifying 80/20 solutions and love the feeling of making tools that make peoples lives better.
In my personal life, I enjoy travelling, surfing, climbing, backcountry skiing, snowmobiling, pirates, and attending raves. I like the phrase "have strong opinions, weakly held".
If I was born to do one thing in this world, it's program computers.
Jesse
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https://scallywag.software/resume.html
jesse@scallywag.software
Sometimes, the journey is the destination.
There are two things one might care about when computing an SDF .. the isosurface, or the SDF itself.
If you only care about the isosurface (ie. where the function is 0), you can do any ridiculous operations you can think of, and it'll work just fine. Add, sub, multiply, exp .. whatever you want. Voxel engines do this trick a lot. Then it becomes more of a density field, as apposed to a distance field.
If you care about having a correct SDF, for something like raymarching, then you have to be somewhat more careful. Adding two SDFs does not result in a valid SDF, but taking the min or max of two SDFs does. Additionally, computing an analytical derivative of an SDF breaks if you add them, but you can use the analytical derivative if you take a min or max. Same applies for smooth min/max.
For anyone that's unfamiliar, his Youtube videos are extremely well put together, and well worth the handful of hours to watch.