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pixel_fcker

419 karma · joined January 5, 2016

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pixel_fcker··on Cyberpunk 2077 has involved months of crunch, despite past promises
Because the games comes out in a couple of days.
pixel_fcker··on Roblox pays 26% of its revenue to Apple/Google for payment processing
And all of them are universally loathed.
pixel_fcker··on Roblox pays 26% of its revenue to Apple/Google for payment processing
You should try setting up a market stall inside your local Walmart and see how well that works out for you
pixel_fcker··on Apple Silicon M1: A Developer's Perspective
People that buy MacBooks don’t care, or at least they don’t care enough to buy something else.

As to your second point, MacBooks have been available for how long now? And yet thinkpads still exist.

pixel_fcker··on Electron 11.0 released with support for Apple Silicon
I hate Teams with a burning passion. It’s 2020, there’s no excuse for a 2-second lag when I click a button.
pixel_fcker··on Rust After the Honeymoon
I honestly can’t remember ever seeing any zealotry (apart from obvious trolls on reddit) but any thread on rust will have at least one person complain about rust zealots. It’s just a meme at this point.
pixel_fcker··on Memory safe ‘curl’ for a more secure internet
This is AFAICT essentially what wg-allocators is working on where you can directly specify an allocator in collections (and alloc() returns a Result): https://github.com/TimDiekmann/alloc-wg

From the readme it sounds like this has actually started to be upstreamed now?

pixel_fcker··on Memory safe ‘curl’ for a more secure internet
And a simple ‘cargo tree‘ will show you the tree of dependencies for a crate, nicely formatted.
pixel_fcker··on Rust Starter Kit 2020
Hopefully they make it a breaking change in a new edition. A little pain when updating will be much better than carrying two slightly different implementations in the long run
pixel_fcker··on Material Shell – A modern desktop interface for GNOME
Cmd-~
pixel_fcker··on Scientific American Makes First Presidential Endorsement in Its 175-Year History
I doubt many of Trump’s supporters subscribe to Scientific American but it’s good that more publications speak out against the rampant anti-intellectualism he pushes. It will literally be the death of us all.
pixel_fcker··on Professor suspended for saying 那个 nà ge
That’s worth thinking about, thank you.
pixel_fcker··on Professor suspended for saying 那个 nà ge
You’re right and that’s the crux of it really: intent. That’s why framing someone as being in the wrong regardless of intent is dangerous.
pixel_fcker··on Professor suspended for saying 那个 nà ge
From Wikipedia:

> Microaggression is a term used for brief and commonplace daily verbal or behavioural indignities, whether intentional or unintentional

It’s the unintentional part that I take issue with, which means that it’s not on you to understand the context of my statement, it’s on me to imagine the infinite variety of ways you might interpret my statement and vet them for possible insensitivity before making it, which is obviously impossible.

I agree that your definition makes perfect sense but I don’t think the sort of people who spend a lot of time worrying about micro-aggressions agree that the intention of the “aggressor” matters, as is perfectly evinced by this situation:

> “We would rather not take his course than to endure the emotional exhaustion of carrying on with an instructor that disregards cultural diversity and sensitivities and by extension creates an unwelcome environment for us Black students.”

pixel_fcker··on Professor suspended for saying 那个 nà ge
This seems like a perfect example of why micro-aggressions are bullshit. Any right-thinking person can see that those taking offence to this are wrong, while the theory of micro-aggressions posits that because they are offended their feelings are valid and the professor must be in the wrong.
pixel_fcker··on Half of Americans fear a health-related bankruptcy
Doesn’t the US government already spend more per capita on healthcare than any other developed nation? Surely it would just be cheaper by cutting out the parasites.
pixel_fcker··on NVIDIA Marbles at Night real-time raytracing demo
All raytracing algorithms are based on some spatial subdivision structure (usually BVH based) which gets you O(logN) instead of O(N). Increasing poly count only gets interesting when you figure out how to compress truly huge scenes into a limited memory footprint.

Lots of different materials are difficult for GPUs because of divergence - if every ray spawned from a surface scattering event hits a different material you’ve lost all parallelism.

Lots of lights: Evaluating them all for a given surface scattering event is obviously an O(N) problem (for 10 lights no big deal, but what about thousands?), so you want to choose some small subset of “important” lights to consider. Making that choice is a hard problem because the correct choice depends on the product of the incident radiance from the light, the BSDF at the surface as well as the visibility function. There’s a lot of interesting research being done on this (Path guiding by learning the incident light field or its product with the bsdf, new sampling techniques, spatio-directional acceleration structures) at the moment.

pixel_fcker··on NVIDIA Marbles at Night real-time raytracing demo
It’s all path traced (with denoising and DLSS upsampling I think).

The poly count is much less impressive than the number of different materials and number of light sources.

pixel_fcker··on How Did Vim Become So Popular?
Even better: map held Caps to Ctrl and a tap of Caps to Esc
pixel_fcker··on Rust 1.43
I think it depends a lot on what part of the language you’re focused on. I’ve been using rust heavily for 3 years and have never felt like things were changing quickly. But I have no interest in the whole futures/async side of things which is where a lot of churn seems to be happening.
pixel_fcker··on Show HN: Monte Carlo ray tracer in Rust
> Also consider how much faster / cheaper it would be for a studio to create new graphics engines when you only have to write 1000 lines of ray tracing code instead of 100'000 lines of rasterization hacks (for a worse-looking result!).

You were talking about games here, no? That's ultimate hard time constraint.

1000 loc gets you a very basic path tracer which isn't really going to be good for very much.

Your dispersion example is interesting - you can't really do it correctly with rasterization, no, although you can do a distorted background texture lookup with individually offset/blurred RGB channels. If you want to do rough glass you can just increase the blur amount. Not correct but looks 'good enough' in a lot of cases.

With ray tracing you can just trace 3 rays (one for one for each of red, green and blue). Simple! Except can you really afford 3 rays? Also how much do offset them by? You could use Cauchy's formula and use real refraction indices, but then you're going to get ugly separation between the channels. You could sample the whole visible spectrum and use temporal accumulation to build up the correct color, but now you've got color noise. What happens if you want to simulate rough glass? That's going to be very noisy indeed.

What about shadows from the glass? You can't afford to render caustics to do it correctly after all. Do you just ignore them? That'll look weird. Use a fresnel-weighted transparent shadow? Probably but now you have to handle that correctly everywhere and running a shader for shadow rays is expensive too so maybe you have to special-case that situation so most of your scene lands on the happy path.

My point is that anyone can write a basic path tracer in a weekend that will correctly simulate light transport given an infinite amount of time. Writing a renderer that will produce an image of a given quality in a given amount of time, incorporating a list of effects that an art director has decided are essential to the look of you product, is a very hard task still. It's simpler in a lot of ways, but also has to handle a lot of other complexities for the things that aren't possible in a rasterizer but are still very expensive to compute in a ray tracer.

pixel_fcker··on Show HN: Monte Carlo ray tracer in Rust
Hate to tell you this but ray tracing gets just as complicated. You’re just shifting the realism bar much higher, but certain effects are always just out of reach in a given time budget and require specialised solutions and hacks to achieve.
pixel_fcker··on Rust Survey 2019 Results
I looked into D once or twice. Found learning materials severely lacking. Having to read up on the differences between 2 (3?) compilers and choose between them wasn’t a great intro.

For the work I do GC is also a non-starter. I know it’s got some level of no-gc now but the last time I looked it wasn’t well-supported.

In short it seemed interesting but on-boarding felt hard. And with that the value proposition wasn’t there or well-advertised: It’s supposedly “better” in some ways such as faster compile times and better meta-programming and frankly that didn’t seem worth the effort.

Rust by contrast does an excellent job of onboarding and making it easy to learn the language (at least at an introductory level). It also comes with a very straightforward value proposition: just as fast as c++ but whole classes of bugs simply aren’t possible. Add in a little bit of ergonomics and functional flavour and I was hooked.

pixel_fcker··on Rust Survey 2019 Results
I think it will take years of working in c++ to fully appreciate the nightmarish many-tentacled footgun monster it can be.

At the end of it you might even develop Stockholm syndrome and be one of those posting “if you just restrict yourself to these parts of the standard and run this 6 static analysers on your code then c++ is perfectly safe if you’re not an idiot”.

If you don’t want to learn c++ for its own sake, that’s time you could better spend learning a language that’s not actively trying to harm you.

Source: coded c++ for 20 years, now writing rust as much as possible.

pixel_fcker··on GitHub for mobile is now available
I would expect it to show me the readme rendered, same as visiting it in a browser does. There didn’t appear to be a way to show it rendered at all either. Which is a massive problem if it’s going to hijack my browser so I cannot see it rendered at all from my mobile.
pixel_fcker··on GitHub for mobile is now available
Installed it on iOS to try it out. Soon after, browsing HN on Safari I click on a link to an interesting-looking repo, which switches me to the GitHub app and shows me the raw text of the readme.md. Uninstalled it straight away.
pixel_fcker··on Rust Ownership Rules
Yeah the lack of self-referential structs can be very annoying at times and there’s no great solution to it at this point (disclaimer: haven’t tried rental properly yet as it looked complex at first glance).

On the flip side I am very happy to trade that papercut for the simplicity offered by Rust’s move semantics compared to the minefield of c++.

pixel_fcker··on A half-hour to learn Rust
It’s more like delete in c++ because you can implement the Drop trait for a type in order to run code when it is dropped in order to clean up resources etc.
pixel_fcker··on 2019 Mac Pro (28-core) Review
If the biggest negative you have with macOS is unreliable sleep, you’re not going to enjoy linux.

source: i use linux

pixel_fcker··on Ask HN: If you were forced to abandon Mac OS, what would you use?
I was forced to abandon macOS because Apple abandoned Nvidia and I need CUDA. Now running Ubuntu 18.04.

It’s fine. The UX is varying degrees of shitty as always but I can do what I need without too much hassle (mostly vscode/vim and the terminal).

The only thing I really miss from macOS is how nice editing PDFs was in Preview (filling out and signing forms). That and Photoshop.

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