daniel_rh

Joined 10 years ago

Karma
399
Submissions
55
Member since
Jun 29
https://graphics.stanford.edu/~danielh/projects.html
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Recent submissions

Comment · 6 days ago
I love that idea! Please let me know if it's of any help :-)

Since the Playdate doesn't have any of the sprite rendering hardware that made the gameboy both underpowered in compute and overpowered in graphics at the time, some of the tricks may be unnecessary.

I suppose you could do some kind of shift of a whole row of the framebuffer easily with a memmove sort of operation. The gameboy's shift registers and the per sprite drawing are what really made this both difficult and possible at such a slow CPU clock speed. The playdate CPU is about 40x faster than that on the gameboy, so probably all these kinds of tricks and more would work just fine.

Comment · 6 days ago
Comment · 12 days ago
Yes the old game only ran at 15-20 fps and it wasn't even synced to the clock! This endeavour also added time sync and I chose 20 fps (which makes some missions harder). Wingman shots are delayed by up to a few frames, but the system has a high latency mode that double-sends steering commands over the lossy layer. The weapon commands are at least synced with where the ships fly. I haven't tried too much in high latency scenarios (mostly LAN) so we will see how well it holds up online
Comment · 13 days ago
Here's the source code: https://github.com/danielrh/wcmulti if you notice any issues and want to file any tickets (or want to add support for X-Wing or others)
Comment · 3 years ago
I've been looking for a really engaging solid intro to number theory course on youtube, including rings, Abelian groups, etc for early teens.

Does anyone have a recommendation here?

Comment · 3 years ago
Comment · 4 years ago
Comment · 4 years ago
Comment · 4 years ago
I think the newer version of this is https://github.com/bazelbuild/rules_rust which lets you either vendor the dependencies or pull them from your Cargo.toml directly every time.

Per the article: bazel + rules_rust should have the flexibility to override the linker flags that Cargo may take as required since that would be a property of the bazel toolchain used.

It's a nice amalgamation of how cargo works and how bazel works.

In general bazel supports hermetic builds, multiple toolchains, cross complilation, and ways to compile multi-language projects.

I still wish that Cargo.toml didn't support build.rs as it can cause a lot of system-dependent problems that bazel sidesteps entirely by being hermetic.

Comment · 5 years ago
Does anyone have experience with eBPF on aarch64? How well is it supported? On what kernel revisions was it phased in and well tested there?
Comment · 5 years ago
I was just experimenting with eBPF and ran into a limitation: Is there a way to load the source IP into a register when working in userspace? When I SO_ATTACH_BPF to a SOCK_DGRAM it only makes the udp header accessible, per https://github.com/danielrh/bpf_buffer_per_source/blob/main/... I would love to be able to run logic based on both IP and port rather than being limited to port alone. Yet it's not worth the inconvenience/danger of running as root to operate with RAW sockets.
Comment · 5 years ago
Comment · 5 years ago
Hi! Just noticed this post :-) I started the game in the late 90’s and open sourced it in 2001 The previous versions were win Mac Linux but the current dev team has been focusing on Linux right now.

At the time there were some mod communities like privateer Gemini gold with a polished release and Vega Trek; those also had windows builds that also work on wine. You might need to install into a folder with read/write permissions.

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