hermanhermitage

Joined 14 years ago

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718
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149
Member since
Apr 10
https://github.com/hermanhermitage
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Comment · 1 year ago
That’s been my experience. Across the spectrum of languages I’ve found certain features such as dynamic memory, managed memory, memory safety, evaluation model, etc all have an impact on the transparency of understanding time and space characteristics. I spend most of my time in assembly and C, but love the sheer ranges of language options we have today. I put Haskell in the “Miranda” branch of languages which I love for tackling some problems but day to day but I’ve never got a handle on how that translates into predictable characteristics of the generated code.
Comment · 2 years ago
Thanks for posting this. Lambda zero looks wonderful. Is there any background information beyond the GitHub repo?
Comment · 2 years ago
Every time Walter posts it reminds me my dream language would simply be C with https://www.digitalmars.com/articles/C-biggest-mistake.html and probably go lang style interfaces. Maybe a little less UB and some extensions for memory safety proofs.
Comment · 5 years ago
I'm with you on this. I tried Defold for prototyping a game concept and was less than impressed. It got in the way in a framework sense, and didnt seem to provide much bang for buck (ie it consume more hours of my time learning its perculiar ways of doing things than it probably have taken to roll my own). Of course peoples mileage may vary. I was expecting things like auto atlassing, batch processing on import, proper layer z-order (versus using a 3d style z value). I recall the UI did weird stuff like sorting alphabetically, instead of by creation order or z-order. The message passing thing was annoying. I guess it was a bad choice for me. I'm probably more productive with a library and tools approach, rather than "opinionated" engine. It felt like someone was caught up in an architecture more suited to creating very large games and applied it here. It felt like it was created by too many programmers working to a feature list, rather than creating a useful cohesive tool.
Comment · 7 years ago
Excellent, thank you for those references.

I also recently picked up "Data-oriented design: software engineering for limited resources and short schedules" by Richard Fabian, which I've not had a chance to read properly but looks like it covers things in detail.

Comment · 7 years ago
Excellent, I'll check that out. As (at the risk of exposing my geriatric age) someone who did 3d engine and driver work back in the mid 90s to early 00s, I found the bitsquid blog really useful to warping my brain to the near era and the tradeoffs that matter today. Great stuff.
Comment · 7 years ago
Did you try with the speaker notes on? That gives a bit more detail.
Comment · 7 years ago
Comment · 7 years ago
I'm not sure its preposterous. Based on what I've read she and her team focussed on teasing out abstraction and modularity features in CLU based on experience building previous large/medium scale software systems.

It doesn't preclude others inventing before, after or at the same time. Nor the same ideas being explored in other fields earlier with other terminology or focus.

I'm sure there is some field of human endeavour that has explored and documented the same ideas in a different context much earlier.

Comment · 7 years ago
Fascinating - thanks for sharing. Another request for dosage levels here.
Comment · 7 years ago
The native disk format was actually broken into sectors, see:

http://amigadev.elowar.com/read/ADCD_2.1/Devices_Manual_guid...

It read full tracks at a time, but you can see from the doc there were 11/22 sectors with no inter sector gaps, but there are separate sectors of 512 bytes which are addressed in the file system structures.

Comment · 8 years ago
Comment · 8 years ago
Nomenclature varies, but I'm guessing the author of comment is using 'union' as the sum analog of tuples (unnamed fields) and 'sum' as the sum analog of struct/records (ie named fields).
Comment · 8 years ago
"monoglot" might be a more accurate term, but "isomorphic" seems to have the mind share.

"isomorphic" would seem to imply having the same structural composition - eg. big ball of mud on the front end and back end, or broken into services implemented as objects (sequential) or actors (concurrent).

Comment · 9 years ago
A 'Compensator' is an element that dynamically controls the payout typically based on the current 'hold'. The hold being the amount of money in the machine.

If I recall 'Barcrest' has a range of patents covering compensators. (For those interested).

AWP is Amusement with Prize(s) https://en.wikipedia.org/wiki/Amusement_with_prize

Not sure about the Dutch market. I recall a game shipping to Netherlands called 'Golden Goals', so I believe they have class 3 gaming machines (at least in Casinos?).

Its possible the machine you are talking about has the BET (per line) set high, so that your current CREDIT amount is insuffient to activate all the available LINES. On most modern video slots there is a BET per line, a possible ANTEBET a number of LINES to wager on. The total STAKE = BET * LINE + ANTEBET. The LINE lights (or BET lights in USA) will illuminate based on which valid bets.

My advice is press the collect button, take your money and buy yourself a drink :) Gaming machines work on 'Negative Compound Interest' - thats all you need to know. If you keep re-'investing' you will only end up with a $0 balance.

Finally every Jurisdiction typically operates on different rules. These rules are normally publically available.

For instance NSW Australia has their rules outlined at: http://www.liquorandgaming.nsw.gov.au/Pages/gaming/gaming-ma...

This covers the national standards that are generally applicable to machines in Australia and New Zealand, and then variations and specializations for the particular market of NSW - management protocols, jackpot behaviour, prohibited features etc.

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