Recent submissions

Comment · 7 months ago
well tbf code review is probably the most useful part of "AI coding", if it catches even a single bug you missed its worth it, plus false positives would waste dev time but not pollute the kernel
Comment · 7 months ago
id take it further to say dont even design your own ISA because its super rewarding watching your custom designed CPU run real software from an actual compiler (all you need is rv32i minus the CSRs)
Comment · 7 months ago
Very cool, surprisingly small amount of code
Comment · 7 months ago
twitter (from the ios app) breaks atleast once a week, its unremarkable now
Comment · 7 months ago
im not Eric but: having used vello (when it was in its early stages i "transplanted" it into my game engine), it is quite a beast. its got a multistage compute shader pipeline, and over time im kinda soured on the whole idea

vello will probably do great under very heavy loads but for your average UI or text document? i reckon something far simpler (like slug!) will end up being more efficient simply by avoiding all those shader launches

Comment · 1 year ago
do you mean accessing data outside of your app's framebuffer? or just accessing neighboring pixels during a shader pass, because those are _very_ different things. GPU MMUs mean that you cant access a buffer that doesn't belong to your app that's it, its not about restricting pixel access within your own buffers
Comment · 1 year ago
whats going on here, I dont know enough C++ to understand
Comment · 1 year ago
are succinct data structures good for "dynamic" applications? ie modifying the data often, last time i looked into this field it seems that all the popular structures were very static in nature and had costly updates
Comment · 1 year ago
oh wait nvm just realised you linked a working archive link in your post... still worth updating the link in the repo for people who stumble upon it
Comment · 1 year ago

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