mitchmindtree

Joined 12 years ago

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338
Submissions
34
Member since
Mar 18
mitchellnordine.com
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Comment · 3 years ago
Greg Egan's Permutation City is an all-time favourite. The combination of simulation, cellular automata, garden of eden states and Dust Theory blew my mind as an adult in the same way that the Matrix did when I was a kid. Very keen to check out this new work!
Comment · 5 years ago
Yeah, I would really like to see `nix-env -i` recommended far less often, or at least with the caveat that this should only be for testing packages at the most. I still haven't found a good use case for it personally.

One of the big wins for Nix is its declarative nature (especially for reproducibility) and installing packages in an imperative manner like this just seems to put folks back in the same position as using pacman or apt-get. Please correct me if I'm wrong Nix-ers.

Having used NixOS as the main OS on my personal laptop for the past year or two (and loving it), I've only used `nix-env -i` to install a package once, and immediately regretted it after trying to add a different version of the same package to my main configuration files. This resulted in a conflict, which from memory required me to force reinstall the package again via `nix-env` but specify a lower priority so that it could be replaced automatically when enabling the package via my configuration files... A really strange experience that re-affirmed that nix-env is at least not for me.

For testing packages, I would always recommend `nix-shell -p <package>` as a preferred option. Just type `exit` and then you've left the shell, it's no longer in your PATH and there's no risk of conflicts.

It sucks that you ran into this, but also totally understandable. I think generally the community would consider the nix-env approach of installing and updating packakges an anti-pattern these days, but this certainly isn't obvious when reading through the docs.

Comment · 5 years ago
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Comment · 5 years ago
Co-creator of nannou here, the project is indeed named after this track :)
Comment · 7 years ago
Woah excellent to see Embark partnering with the RLSL project!

As someone who does a lot of creative-coding contracts with lots of video, graphics and real-time requirements, RLSL has long been one of the Rust projects that excites me the most. The idea of writing graphics and compute shaders in Rust, a modern language with a decent type system, standard package manager, module system, etc, is very exciting. It makes a lot of sense that Embark see the potential in this for game dev too.

The ability to share Rust code between the CPU and GPU alone will be so useful. The number of times I've had to port some pre-existing Rust function to GLSL or vice versa is silly.

Obviously the Rust that compiles to SPIR-V will be a subset of the Rust that compiles to LLVM or WASM, but this still opens up so many doors for improved ergonomics when interacting with the GPU from a Rust program.

I've long dreamed of an API that allows me to casually send a closure of almost arbitrary Rust code (with the necessary 'lifetime + Send + Sync + SpirvCompatible compile-time checks) off to the GPU for execution and get back a GPU Future of the result. It looks like this may well become possible in the future :)

Comment · 7 years ago
Comment · 7 years ago
Thanks for the kind words bjz, it means a lot coming from yourself!

I know you're busy with language design these days (and I would never stop you, I think what you are doing is some of the most important work there is right now!), but if you ever get the itch for some creative coding it'd be an honour to see you give nannou a shot and get your thoughts on what's missing, could be improved, etc :)

Comment · 8 years ago
Comment · 9 years ago

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