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a_t48

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Building the world's fastest container registry at clipper.dev

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The common question I get asked about building my SaaS: "What's to stop customers from making their own?"

Sure, if you want to put an equal amount of time into what I've built, be on the hook for maintaining the infra, probably diverge from what will end up being a stable spec, go for it. It won't be as good, it won't be as fast, you will be fighting Claude at every corner just like I did to build the right thing. But consider this: people still pay for Dockerhub even though anyone can spin up any number of open source registries. SaaS is no where near doomed, people will always pay to not have distractions from their actual core business cases.

Podman v6.0.0 20 days ago

If any Podman engineers are here: does the new /libpod/local/artifacts/add endpoint let me ingest individual layers? I have an alternative pull client that's currently a little hamstrung on Podman compared to docker+containerd, due to having to convert the entire image to tarball to ingest rather than only new layers.

Hey HN. Clipper is an alternative container registry/pull client/BuildKit driver that can do operations an order of magnitude faster by ditching OCI’s tarball format. I’ve spent the past few months heads down on getting the build side of things fast.

zstd has higher level modes. Default is -3. I saw a good tradeoff between compression speed and ratio up to -9 or so. From -20 to -22 it will use much more memory and IIRC can have downstream effects on decompression speed. I'm using -9 for my container registry and plan to recompress at a higher level for commonly accessed base layers, as well as give customers a button that lets them pay a bit more to do it themselves.

At least in Oakland, it's the landlord's responsibility to manage pest control. It needs to be done at a building level, or else the roaches will just get shuffled around.

Vulkan is a rendering technology, Unreal is an engine, that can render using Vulkan under the hood. You can absolutely do this in Unreal. I implemented this at Cruise using UE4 for integration testing, and it worked great for inference (we weren't doing training on sim at that point, but I was pushing for it! There was a paper out in 2018 or so that showed mixing in a bit of simulated data had an outside positive impact on the outputted model). There are companies out there right now doing this with even more modern renderers. I can't comment on how much the rendering realism gap matters here. I think there's some people out there using a variant of lower quality rendering + some kind of diffusion to get "better" images without having to do detailed modeling/lighting for their sims (fuzzy memory, I don't have a source on this).

I remember this person's blog from before she went on haitus. The drawings attached used to be cute and the header (hero?) image semi-relevant. I hope she brings them back, they had charm!

Base image independent layers is something I’ve pondered about, but doesn’t feel compatible with things like apt. This conversation is giving me more reason to go implement lazy/fuse base layers though. My exports are already pretty fast due not not using tar+deduplication with similar layers, but pulling the base can still take several minutes.