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Cotterzz

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This is useful for everyone not just non-techy types. I can't help but compare this to sites like shadertoy that let you develop with a simple coding interface on one half the screen and the output on the other (as opposed to the regular complexity of setting up and using a dev environment) Code goes here>{} , Press this button>[] , Output here>() , Which I think we need more of if we want to get kids into coding.

It does shed light on a possibly better solution though that gives the user a list of simple, common use case options or access to the full interface.

I do feel quite strongly that this should be implemented in the app though.

There must be examples of this approach already being used?

gimp has been my goto when I want to explain bad ui, developer designed ui, or just typical foss ui I'm glad they're fixing it. It's also my image editor of choice.

I would really prefer it if it was satire. I don't think people posting this all over the place saying how amazeballs it is get that it's a joke, and I'm not 100% convinced myself. It just looks horribly pretentious.

Asking the model to write a shader. They are getting better at this but are still very bad at producing (code that produces) specific imagery.

I do have to write prompts that stump models as part of my job so this thread is of great interest

I think top prize has to go to the first book I read in 2024 - 'Dark Matter' by Blake Crouch. It's a little different from the sci-fi I usually read like Liu or Banks, as it reads more like Stephen King and is weirdly terrifying in places. Cherry on the cake was finding out that it was being made into a TV show and watching it several months later. And the show being almost as good as the book, which was unexpected. The rest of my 2024 reading has been tech books like: SICP:JavaScript Edition. WebGPU sourcebook. 3D Math Primer - which is now an online book - https://gamemath.com/ Beej's guide to C programming, also a free, online book - https://beej.us/guide/bgc/

There is something very click-baity about articles like this. There always seems to be the implication that these examples are completely independent emergent behaviour, like the AI has suddenly acquired self awareness and a need for self preservation from nowhere. Usually when you did deeper you find the entire process was guided, or the AI was given an objective, and carte blanche on how to achieve it, along with privileged data and admin access that it did not need to achieve it's goals. The machines, believe it or not, still do exactly what we tell them to do.

Every V4 UUID 2 years ago

Thanks! I guess strictly you'd have to include this page, which would put the total internet data in the (roughly) ronnabyte or quettabyte range, with nearly all of it being this page.

Every UUID Dot Com 2 years ago

What percentage of the 100+ Zettabytes of data now on the internet does this page take up?

Interesting. I couldn't see myself using a tool like this for bulk remembering of things. And I don't think it would be practical for that. But for specifically important things like certain words my brain like to forget from time to time, numbers I need to remember or a very important hospital appointment, this could be very useful.

Because he's building native JS games already. And they likely work in Safari. It would be a step backwards, unless he wants to publish for desktop/mobile as well. I even found Godot's desktop export to be less performant than things I've built natively for the browser when lots of onscreen objects are involved. The only way I found to get around that was to use Godot's C++ extensions or modules, which defeats the object of an engine like Godot. Unity, Defold and Unreal proved unsuitable for other reasons, and the most viable platform for building games for desktop and mobile after working with JS and WebGL turned out to be Raylib. I can only share my experiences, everyone should do what I did and shop around, but if you're happy working in the browser, there is no reason to move away from native technologies.

Godot is designed for beginners, but also those that don't like to get their hands too dirty with code. Also the web export is likely inferior to what he can do with JS directly. With that in mind I'd recommend he sticks with JS. If he's interested in doing more advanced games he should look into Three.js, or Pixi, Babylon, Phaser and other engines (and eventually even just raw WebGL and using shaders), all within the browser. There's also the web audio API which can be used to synthesise sounds and music from scratch and then there's WASM which can be used as a compile target for languages like C and C++ JS itself can be used as a procedural, functional or OOP language so while it's easy to learn it has lots to master. Finally, if he does want to move outside the browser, there might be better choices than Godot, like Raylib or Defold or even more professional engines like Unity or Unreal. Not saying it's a bad choice, just that where he is now has a lot to offer, and there might be better alternatives depending on his skills and aims.

My thoughts exactly. I was thinking it maybe genuinely unfair treatment, but then I read the developer's own description of the game. Anyone who describes their own work as 'basest of all time' is clearly going for shock value, and not as a protest, but as a selling gimmick. I don't necessarily agree it should be banned, I just... can't think of a downside.

Thanks. Yes I do tend to overlook HLSL, despite being a windows user and a game developer, I tend to focus on gfx technologies that come out of Khronos and the W3C. Slang does look a lot like GLSL, I am trying to get used to WGSL at the moment and it's slow going.

Engineering Sleep 2 years ago

It has a lot to do with diet and metabolism. Cat's sleep 2/3 of the time, have a very high metabolism and spend a very short amount of time eating or catching prey. (compared to say, Cows who are chewing for as long as humans are sleeping) So it's likely to conserve energy in situations where there is a limited food supply or constraints on what and when you can eat. Then there's animals that hibernate, for similar reasons, over winter. But that's only one aspect of sleep, there's also the file indexing and disk defragging that goes on when you're not running any applications.

I have to wonder how this fits in with other shader technologies that seem to have overlapping purposes. (There's Khronos' own Spir-V, SDL's SDLSL, Three's TSL, and WebGPU's WGSL) The reflection and automatic differentiation look interesting, I just wish I understood better what problems they're trying to solve. I actually think WebGPU/WGSL will and should become ubiquitous, though it's a shame it's not more C/GLSL-like, Slang may yet be a missing part of that solution. I wonder if this is Khronos trying to fix the shader lang debacle with Apple that led to WGSL being what it is? Thoughts?

Don't we already have a shader language with Rust-syntax in WGSL? It also works everywhere, given that WebGPU works wherever Vulkan, Metal & DirectX do...

Yes, if you're using the popular stacks of tools, frameworks and proprietary embellishments like Typescript. If you're focused on vanilla JS development along with modern native browser tech like WebGL, WebGPU, WASM and Web Audio things are much more straightforward, the only tricky choices I guess are which 3D engine to use and what +1 language you want to take to the WASM party.

This new language. Do you mean something that compiles down to JS like Typescript, Coffescript & Dart? Or a language that compiles to WASM like C, C++ or Rust?