soedirgo

Joined 7 years ago

Karma
89
Submissions
25
Member since
Nov 14
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Comment · 5 years ago
Comment · 5 years ago
Comment · 5 years ago
You jest, but... https://www.rangevoting.org/FeynTexts.html

TL;DR: read the end of the first paragraph.

Comment · 5 years ago
Comment · 5 years ago
Comment · 5 years ago
> One day, game developers will package static binaries

Wouldn't you still need at least runtime linking (dlopen) to link to OpenGL/Vulkan/etc.?

Comment · 5 years ago
While I agree with the sentiment, my impression is that the GP's point is about memory safety rather than performance. So yes, this applies for common patterns like per-frame memory in games, in which case the "it" is the arena. Otherwise, as a general rule, profile first, then optimize.
Comment · 5 years ago
Comment · 5 years ago
The latest edition (7th ed, 2015) actually uses 4.5 as well. AFAIK OpenGL hasn't changed too much since 3.3, certainly not to the point of being irrelevant for learning.
Comment · 6 years ago
Can you give a source for this? Also, is it still stuck at 4.1/1.2?
Comment · 6 years ago
Comment · 6 years ago
Comment · 6 years ago
Since we're in pedanticville, these aren't converses, but inverses. The converse goes "If you don't outsource X, then X is your core business".
Comment · 6 years ago
Hey folks, this is my internship project at Supabase, which you may have heard from its HN thread that got popular recently. We lean heavily on PostgREST, which is a Haskell tool (a wildly successful one!) that turns a Postgres database into a RESTful API.

We use PostgREST through our own client library as it's much easier to use. But it's in JavaScript, and I'm part of the Rust Evangelism Strikeforce myself, and the rest is history. ;)

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