Recent submissions

Comment · 1 month ago
> NixOS is quickly becomming the biggest and best tool there is. It will guarantee that your code will run exactly the same way, even 100 years in the future. Docker, Conda, and similar tools are better, but NixOS gives more comprehensive guarantees.

I like how this is dropped as a fact. Dare to explain why though? Especially vs Docker. NixOS is not even standardized. No guarantees it will not be superseded by some descedant or eg. Guix in a near decade.

Comment · 2 months ago
You realize you are exemplary hater when you feel an urge to post comments like this
Comment · 2 months ago
Is it a good idea to code an app with infinite canvas (like Excalidraw) in Htmx?
Comment · 2 months ago
Comment · 2 months ago
any guides on transorming an android phone into a proxmox node?
Comment · 3 months ago
Funny to see how Rust devs start to make up new labels when it turns out some language performs better then their language.
Comment · 3 months ago
I think such comment are the exact reason why "the speaker" has quit HN. This is literally some AI transcription from the video + "I find this interesting". Why is this even in the top?
Comment · 3 months ago
I can’t imagine the head of LLVM Foundation to have similar blog post on Zig’s decision to move to their own compiler backend. And yet Andrew regularly mentions that this is because the bugs which LLVM brings. Here seems to be the similar situation. I wouldn’t want to live in a world where each time a maintainer of project A removes problematic (as per his view) dependency on project B, the shit show starts. This is a typical pitfall and typical solution for that - again as per Andrew’s words on interview with JetBrains.
Comment · 4 months ago
> It's fast.

super slow on windows

Comment · 5 months ago
Virtual Desktop is the only app which makes Quest 3 usable for work. And it is bad thing because it is available only on Win and Mac. Unfortunately, Linux alternatives' video encoding/postprocessing is inferior. Judging by my WiVRn experience. Hopefully that changes
Comment · 5 months ago
Interesting observation. This is what was lurking in the back of my mind when I was playing Path of Exile. But I usually thought it would be very elegant to implement it in the form of Lisp macros that transform all the computations into fast code that would need to be executed every tick.

I also think something similar could be implemented for an in-game rig of animated characters. In order to cut off the computation of animations that don't affect the result in any way at an earlier stage — for example, when the character switches weapons. This could make animation code more CPU cache friendly as many conditions could be optimized out.

Comment · 5 months ago
> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.

If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.

>in a beautiful mess of about 20k lines of calculations in various files.

And is it actually suitable for realtime? PoB is not a realtime application.

Comment · 5 months ago
It shouldn’t. Same 3rd party extensions distribution model like in VSCode just written in Lua instead

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