Recent submissions

Comment · 8 days ago
Canada has a free press, and many of its largest media outlets (the Sun, the National Post, the Globe, etc.) are strongly right-leaning and had no problems tarring Trudeau's Liberals night and day when he was in power. This is a problem you've invented, not the actual issue here.
Comment · 12 days ago
100%. Although large handwritten software code bases are often indecipherable to the average human being (actually, almost always indecipherable to the average human being, but often indecipherable even to skilled software engineers too); sometimes due to inherent complexities, sometimes due to Enterprise-isms.
Comment · 12 days ago
That's the way the world's been since the integrated circuit was first developed, for better or worse.
Comment · 13 days ago
All OP is asking for is the ability to declare variables at first use instead of at the top of a function. You don't need closures or anything that'd inhibit C compatibility for this - C itself has supported this since C99. It's fairly simple if you're willing to give up single-pass compilation, which (I think?) FPC already has.
Comment · 13 days ago
Comment · 14 days ago
You're underestimating how wrong this is going to be on average. This is going to be nonsense like half the time. It's not comparable to Google Translate, it's more comparable to Babel Fish circa 1997.
Comment · 15 days ago
As a native English speaker, I interpret it as “you the reader”. Or maybe I should say, I don’t intuit any material difference between “you the reader” and “any given reader” or “one”. I think your original comment is a good critique of the headline.
Comment · 15 days ago
No it doesn't; that's a common misconception.

Raycasting (in gaming, some graphics folks just use it as another term for raytracing) means to fire a ray for each column of the screen, identify where it collides with a wall, and use that to determine what to render for that column - it's basically per-column raytracing.

DOOM's engine instead uses a BSP tree so that, from any position, you can determine which walls are on-screen instantly just by walking the tree - the nearer walls appear earlier in the traversal than farther walls. It's still column-based (it tracks whether each column has been drawn and won't draw further walls behind an already drawn column, and stops drawing once all columns are filled), but there's no rays cast.

Comment · 15 days ago
I'm not totally sure what you're trying to say. Even back in the days of "software rendering" - or on those embedded systems that you're describing - you still had a piece of graphics hardware that converted the frame buffer into whatever got spit out to the monitor, so I don't think this is meaningful, really.

What's meant by software rendering is really software rasterization - the process of taking the triangles, textures, etc. of the scene and turning those into the pixels that eventually make their way to the screen. You can still do that in software on the CPU today without touching the GPU, even the integrated one. At that point you hand it off to the hardware to make its way to the screen, sure, but it's only an implementation detail that makes that different from handing 0xA0000000 over to the VGA card. The interesting part of the process, and the results, are functionally the same.

Comment · 15 days ago
> if you want to experience GLQuake that looks like software-rendered Quake, that's a simple settings change in your GPU driver, overriding the texture sampling mode. That's literally the only difference.

Is that the case?

https://fabiensanglard.net/3dfx_sst1/ has a side-by-side screenshot comparison of the two, and software Quake's colours and lighting look way more rich and vibrant; it's not just smoother textures. It's possible that GLQuake/one of the many source ports since has improved on this though.

Of course I know this is a particular quality of GLQuake and not an actual limitation of hardware rendering. And I agree with in general with the contention that this article is talking about a particular art style associated with mid 90s software rasterizers rather than about "software rendering" itself.

Comment · 15 days ago
That probably had more to do with decompression than sound mixing though, right?
Comment · 16 days ago
"The arc of the moral universe is long but it reverts to the mean" is somehow less inspiring.
Comment · 17 days ago
Even if they don't own the business, there's still the risk of the profit motive interfering with proper care - the business owners are going to put as much pressure as they can, one way or another, in subtle or not-so-subtle ways, on their dentists to push for expensive treatments. Bonuses, performance reviews, off-hand comments, and so on.

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