Maybe they're just cheap and fast enough for the author to perform an affordable analysis?
I agree that using the frontier models would be much more interesting.
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Maybe they're just cheap and fast enough for the author to perform an affordable analysis?
I agree that using the frontier models would be much more interesting.
If you pay for the all products subscription, their AI features are now bundled in. I believe that may be a relatively recent change, and I would not have known about it if I hadn't been curious and checked.
Hey that's Ascension from Halo 2. Cool test case!
Is there any information about pricing? I can't find it.
Besides making any of this possible?
Where can we learn more about this? The strike calls for players to boycott the game?
This sentiment feels overly dismissive about the possibilities here. This is the first pass at a new user experience, and I find it already to be compelling to try for various subjects.
Andrej Karpathy has been tweeting about it positively, and I believe he has a good intuition about these kinds of technologies. https://twitter.com/karpathy
This is the first entry in the new Bungie Tech Blog, and it details the story of fixing a very tricky bug in Destiny 2.
You can also read the new Tech Blog introduction here - https://www.bungie.net/en/Explore/Detail/News/50139
Disclaimer - I work for Bungie, but I did not write these articles.
Definitely! I still keep the bookmarks bar visible on Chrome and Firefox to have quick access to my favorite and most visited pages. All of the links have abbreviated names to fit more on the bar. #1 is Hacker News, of course.
I also still 'star' interesting links and categorize them into folders. Very handy to have Chrome sync the bookmarks across all of my machines.
Those results look amazing! I'm curious how well it holds up at higher resolutions and closer inspection.
Also, there doesn't seem to be any mention of the distribution license for the project. Would any of the maintainers be able to add a license to the repository? Thanks!
Proxy Auto-Config is by off by default on Windows and Macs, but it doesn't say that in the article or on the Microsoft page.
There's a session from WWDC 2016 that talks about this - https://developer.apple.com/videos/play/wwdc2016/405/
The LTO part runs from 14:00 to 22:00. The streaming seems to only work in Safari (for Macs), but you can download the mp4s in HD (1.2 GB) or SD (300 MB).
They do a good job of describing how it works and why this is kind of a big deal.
What does "appcast" mean?
I remember this from way back when it was called WarpPrism, and hosted at WarpPrism.com. I had it bookmarked and used it to watch SC2 streams all the time.
Great to see that it's still in active development!
Someone did this with their WebGL Terrain demo [0]. You can find a detailed post-mortem in the author's blog [1].
[0] http://zephyrosanemos.com/windstorm/current/live-demo.html
Getting an error on that page in Chrome.
Refused to execute script from 'https://rawgithub.com/dmauro/Keypress/master/keypress.js' because its MIME type ('text/html') is not executable, and strict MIME type checking is enabled.
EDIT: It's because Keypress is using rawgit.com instead of cdn.rawgit.com to host the actual keypress.js script.Details here - http://rawgit.com/dmauro/Keypress/master/keypress.js
Working script source - http://cdn.rawgit.com/dmauro/Keypress/master/keypress.js
The 'code' blocks on this page are all using variable-width fonts, making it quite difficult to read the examples.
Consider changing the 'font-family' to 'monospace'?
This one of the many reasons why I ignore Windows Phone as a viable development platform.
This is sweet! You have intuitive controls, interesting enemies, and fun combat going on.
Could they be reporting monthly active 'devices' as 'users'?
More clearly, could one user on an iPad and Android phone count as two different 'active users'?
How do you see that happening?
The WebGL standard is supported in all major browsers, including Internet Explorer, Safari on iOS, and Chrome and Firefox on Android.
JavaScript allows you to use WebGL, which is essential for high-performance 3D interactive content in the browser.
Granted, not many websites need WebGL, but the ones that do need JavaScript.
Not having a debugger is actually a liberating experience because it forces you to code in a different way.
Not having a debugger is like living in the stone age. Personally, the the ability to inspect application state at runtime is non-negotiable.
This is very exciting for a number of reasons. Apple's platforms were some of the first to adopt WebGL (you could turn on WebGL in any iOS WebView with private APIs three years ago), but they were the last to turn it on by default.
Hell, even Microsoft beat them to the punch with IE11, but at least the implementation in Safari is 'complete' and 'comprehensive', as opposed to the silly restrictions in IE like 'floating point vertex attributes only'.
I didn't know about that until now. Here's a neat blog post on the subject - http://marcoscaceres.github.io/jsi18n/
That said, numeral.js doesn't look like just subset, it's got a nice interface to work with, and you don't have to worry about cross-browser inconsistency. You just have to believe this library does everything correctly for each language/locale.
For simple images with text and flat colors, maybe use PNGs instead of JPEGs. The inline images have some painful artifacting going on.
The NDK is a total 'bolt-on' solution to the problem, and support within the Android dev tools is basically non-existent.
The biggest tragedy is that Google had a chance to make a better NDK experience with Android Studio, but instead they chose to ignore it completely. With Eclipse you at least had an official add-on for NDK support, but now you're expected to manage it with your Gradle files by hand. Now, even more than before, you're at the whim of solutions on Stack Overflow.
Yeah, saw this alert after switching between 'Console' and 'Compile'.
Ignoring invalid certificates is a never a good thing to do.
This looks pretty similar to the venerable WebGL Inspector extension.
Project - http://benvanik.github.io/WebGL-Inspector/
Chrome - https://chrome.google.com/webstore/detail/webgl-inspector/og...
Firefox - https://addons.mozilla.org/en-US/firefox/addon/webgl-inspect...