Recent submissions

Comment · 2 months ago
AFAIK, MMX was more for fixed point math (as also pointed out by another commenter) which would explain why it wasn't used much for 3D. You tended to see it more in image and sound processing code. Maybe the reviewers got it mixed up with 3DNow.
Comment · 2 months ago
Pretty cool to finally have a decent open 3d solution for windows vms. Now if only someone made an opengl driver for older intel macosx vms...
Comment · 4 months ago
Its been getting pretty bad for a long while now. On the topic of UK privacy, there's an interesting requirement that if you are a "data controller" processing "personal" data for "non-exempt" purposes, you need to register with the ICO to go on the register. Even can apply to individuals.

Sounds great until you realize anyone that does that effectively gets their residential address publicly doxxed and archived by archive.org (unless they can use a separate company address or spend money on a po box). And to make it worse, unless you have an obvious named company it's basically useless for looking up data controllers.

Comment · 4 months ago
I think mine when when I got one model to generate a spec for SDL 1.2, and another to generate a reimplementation of the whole thing in rust. It was pretty amazing to see the implementation getting fleshed out and fixed as I fed back results from a real project that still compiled with SDL 1.2. Kept pushing it. Added fully functional audio in 2 prompts. Applied optimizations with another.

Terrible code, but to think you can just rewrite whole libs with AI with relatively lazy prompting + feedback and get decent enough results is kind of mind boggling for me.

Comment · 5 months ago
One bizarre related thing I've noticed is often you will find people who otherwise seem ok with people violating the copyright and other various licenses by "decompiling" a game, but as soon as AI is involved suddenly it's a big controversial ethical issue... as if totally violating the authors rights is a minor inconvenience.
Comment · 5 months ago
I've invested time working with a project like that and it's kind of heartbreaking to see it lose its way and become a total mess. It's tempting to fork and try and go back to its roots, but that has its own problems e.g. needing to invest a magnitude more time.
Comment · 5 months ago
We've seen a few takes on this kind of issue, but the solution I liked the best was the linux "developers take full responsibility" approach. The "Assisted-by:" tag was a pretty nice touch too.

The article unfortunately feels more like a rant than a good exploration of the problem space.

Comment · 6 months ago
My take was more along the lines of: it wouldn't be convincing enough, if anything it would be too clean and perfect.
Comment · 6 months ago
There is no way you could recreate a convincing enough 90s era codebase of a japanese videogame + its associated tools + scripts and commented out codepaths with current ai tools.
Comment · 6 months ago
I find the specific singling out of vibe coding interesting for a different reason; thinking back to just last month, I recall one of the rationales behind the huge DLSS5 backlash was it ruined the artists original vision. And here we are a month later being amazed at an emulator that literally lets any casual player do just that through a funky point and click interface!

I guess if they added in an MCP server there would probably be a riot.

Comment · 6 months ago
I'm not a huge fan of working while travelling, it's way too distracting while trying to do intricate development work.
Comment · 6 months ago
I often find AI makes me angry and stressed out, especially when it suggests dumb solutions to problems. Honestly makes me wonder if I'm more likely to die early from chronic AI-induced stress rather than dementia.
Comment · 6 months ago
The current pricing model (for plus) feels deliberately confusing to me, I can never really tell if I'm nearing any kind of limit with my account since nothing really seems to tell me.
Comment · 8 months ago
Using connectrpc was a pretty refreshing experience for me. Implementing a client for the HTTP stuff at least is pretty easy! I was able to implement a basic runner for forgejo using the protobuf spec for the runner + libcurl within a few days.
Comment · 8 months ago
Bumped into your project a while back - pretty impressive. I was a little disappointed it seemed to just convert the resources rather than use the original runtime formats (since there are a features that don't directly translate to gltf), but for a viewer it's perfectly reasonable. Are you planning on supporting tribes 1 maps at all? Theres still quite a surprising interest in reverse engineering and extending the life of torque games. I'm hoping on publicly releasing a refresh of the original torque codebase this year which improves support for modern platforms including wasm. It's amazingly easy these days to reverse engineer stuff and revive old codebases!

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