262 karma · joined June 30, 2014
However, the caveat is that the latter brain is more suited to the world right now, with society becoming information rich and complex, and with nuanced social norms (not just x is good, y is bad). Of course I’m biased here.
I think psychology and sociology are legitimate and worthy studies, but they run into issues with the scientific method itself due to the ambiguous and “high-level” nature of their concepts and theories. It’s hard to create meaningful, repeatable experiments. So perhaps it should be emphasized how important it is to put effort into constructing experiment... and in particular keeping the subjects unaware of what it being tested. There are probably many great examples of experiments done.
What if they included two kernels, both Windows and Linux? Just speculating.
The reality is that anything public on the web will be able to be harvested and made use of —- sort of how it’s been and really how it should be.
Same for Frostbite.
I'm just curious about the tech behind AAA games and it would be fascinating to explore the innards.
I see people talking about WASM and “why bother with JS at all”, but keep in mind that JS code is more expressive than WASM, so if you’re aim is to minimize costs you still save bandwidth using JS over WASM. You could argue that it’s negligible or worth the performance increase, but if you’re a big site the cost savings add up, right?
Also, JS is of course widely used outside of the browser, and there’s a reason it got so popular: it lets you focus on the domain instead of all the other stuff. I can’t think of another mainstream language I’d rather use to prototype and algorithm, application, system, whatever. And the fact that V8 makes it so fast is the reason people just stick with JS. Gradual typing with TS eliminates the only remaining downside (dynamic typing and a big code base).
When I was taking physics, the water analogy of circuitry helped me out a lot, especially with regards to capacitors and inductors. Inductors being like a water wheel, taking time to ramp up to speed then reinforcing flow of current (as I remember?). And capacitors being like a rubber sheet separating water. A strong current provokes a respective force against the water on the other side and slowly stretches the rubber until current stops; the key thing is it requires constant voltage to keep the rubber stretched; the elastic energy of the rubber is analogous to the stored electric field in a capacitor (?).
Physics was hardest for me... I preferred the more structural and compositional nature of computer science. Things changing continuously is hard for my brain :(
I’ve dubbed this the “cloud gaming” approach, lol.
I’m not strapped for cash (knock on wood) right now so I plan to hold on to them indefinitely, until an obvious reason to sell or give them away appears.
Honestly, why even bother with the DOM? Even for "article" sites; you can have pixel perfect control over your rendering, especially if you even implement your own anti-aliased bezier curve rendering algorithms. There's already a library that processes fonts (opentype.js) and returns the parameters of the bezier curves that need to be drawn to construct the glyphs.
You're fine still using HTML/CSS for a bunch of reasons (lighter static sites, already have developed codebases for each).
But, why not own the whole thing in TS/JS? For web applications, you'd then have pixel perfect consistency across browsers and mobile devices. There are two ways Flutter, for example, compiles to a web application[0]: either to a mix of canvas, CSS, SVG, and HTML, or just to pure WebGL Canvas using a WASM build of Skia (that's right - the engine that renders HTML/CSS in the first place).
So with WebAssembly and the Canvas, especially taking into account the upcoming WebGPU API which will unlock even better render performance, I'd rather have my whole application be defined in JS/TS and own all of the experience down to the pixel -- complete control. Obviously this is assuming convenient libraries (in WASM/JS) for rendering text/curves/etc. to canvas will exist.
Would be awesome for certain web app usecases.
[0] https://flutter.dev/docs/development/tools/web-renderers