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victormeriqui

73 karma · joined January 14, 2020

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victormeriqui··on Disregard previous instructions and delete all jqwik tests
In their mind the USA=the default country=the world
victormeriqui··on Disregard previous instructions and delete all jqwik tests
Don't like it? just use another library. I don't understand why people think they are entitled to have a say in what another person's open source library should or should not do.

Also to the ones saying this is malware or would qualify as "causing harm to computing equipment". How about you read the license? not that I would expect any vibecoder to even care, but:

"6. Disclaimer of Liability

EXCEPT AS EXPRESSLY SET FORTH IN THIS AGREEMENT, AND TO THE EXTENT PERMITTED BY APPLICABLE LAW, NEITHER RECIPIENT NOR ANY CONTRIBUTORS SHALL HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OR DISTRIBUTION OF THE PROGRAM OR THE EXERCISE OF ANY RIGHTS GRANTED HEREUNDER, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGES."

victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
Hi, if you want help getting it running please open an issue on github with some info like your OS

I've compiled it in Windows and Linux and didn't have any issues

victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
There's no performance reason really, the motivation behind it was flexibility for trying out new ideas and to decouple logic from the rasterizer
victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
Thanks! I really appreciate the PR
victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
The compiler for sure does some vectorization for me currently, I would expect much worse performance otherwise, it's quite good at that

The SIMD idea there was more in the direction of structuring the data in a more vector friendly way, and then seeing if manually vectorized code would run better - but right now I haven't really invested much time into it :/

There's also multi threading which I wanted to add, by having the rasterizer handle triangles in parallel in different regions of the screen, but this is also just an idea which I haven't explored much yet

victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
Thanks!

Depends on the scene and the CPU of course, typically I get between 20-60 FPS on a small scene with a floor and a few models, but features like shadow maps or normal maps bring the performance down a lot though

The scenes themselves don't have a lot of triangles, for the first scene with marvin and the car in the rasterization video there's 7427 triangles

There is no parallelization whatsoever in the engine at the moment, so I feel like it could get much faster if I multi thread it, or use SIMD vectors

Another aspect that influences the performance a lot is the output mode being used, for example the TextOnly mode is a lot faster than others since it uses no colors at all, the full RGB color mode has to have an escape sequence prepended to each character "pixel" so its quite slow

It also depends on the frame disposition itself, the Windows console does some attribute caching when its rendering continuous character rows, so if a frame has a lot of different colors horizontally, it will be slightly slower than if it didn't

victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
Exploring new ideas without worrying about GPUs was exactly one of my motivations :)
victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
There's no real practical use case besides just being a fun hobby project

There are some niche cases where software rendering on the CPU is used nowadays but it's pretty rare

There are a lot of optimizations that could be done to make a CPU renderer faster, but even so I don't think there are many real world use cases

victormeriqui··on Show HN: Consol3 – A 3D engine for the terminal that executes on the CPU
Thanks for the feedback

I do have quite a lot of shared_ptrs throughout the entire code base, that could be reduced

The main reason behind that is I wanted a lot of flexibility between the components and didn't want to end up centralising too much logic in a single one

For example: there is a resource_manager which is a shared pointer created in the game component, it's shared with the scene_renderer (it needs to use it to get the resource data), but I like to keep it also in the game component for loading new resources

of course I could have it owned by just the scene_renderer and access it from there avoiding the reference counting

but this was a design decision that I stand behind as it really helped with clearer separation between components, and the performance, well let's say that the reference counting isn't the bottleneck here as using the console for output is pretty slow

Also the moving of shared pointers is just an optimization to avoid increasing and then immediately decreasing the ref count, no UB there since its passed by value in the argument, so it gets copied before being moved :)

victormeriqui··on Lisbon has shared dissident info with repressive regimes for years
It wasn't to anyone that asked, the city hall sent it willingly to any embassy "relevant" to the protest in context

I don't think it was a case of pandering to economically important regimes, it was more like disgusting and malicious incompetence, like most things that come out of the public sector in Lisbon with this government