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unsignedqword

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en.wikipedia.org 9y ago

The Vela Incident

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randomascii.wordpress.com 9y ago

Don't Store That in a Float (2012)

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www.win3mu.com 9y ago

Win3mu – Windows 3 Emulator

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github.com 9y ago

12 Steps to Navier-Stokes

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news.ycombinator.com 9y ago

Ask HN: Useful, non-popular software you think more people should know about?

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www.atlasobscura.com 9y ago

The Worst-Tasting Flavor in the World

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jlelliotton.blogspot.com 9y ago

The Economic Value of Rapid Response Time (1982)

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www.vice.com 9y ago

Why Pressure Can Be Good

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www.law.cornell.edu 9y ago

Sony's lawsuit against video game emulation (2000)

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www.youtube.com 9y ago

“A Computer Animated Hand” (1972)

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singularityhub.com 9y ago

How to Convince the Brain That Prosthetic Legs Are Real

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www.atlasobscura.com 9y ago

Some Official Robot Ethics Were Released in Britain

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www.futilitycloset.com 9y ago

The Paradox of Musical Description

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www.atlasobscura.com 9y ago

Why You’ll Never Be Able to Block a Presidential Alert

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spectrum.ieee.org 9y ago

Disney Robot with Air-Water Actuators Shows Off “Very Fluid” Motions

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fortune.com 9y ago

Pokémon Go Is Stalling Out

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consumerist.com 9y ago

ITT Tech banned from enrolling financial aid students

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www.theatlantic.com 9y ago

A Tiny Jellyfish Relative Just Shut Down Yellowstone River

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siliconangle.com 9y ago

China approves Dell $67b acquisition of EMC (VMware, RSA parent company)

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www.bbc.com 9y ago

Gun crime tech 'failed to save lives' in Chicago

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host.madison.com 9y ago

Intel Corporation’s Kaby Lake-X Gaming Chip Promises to Be a Beast

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www.youtube.com 9y ago

Highlights from DARPA's AI vs. AI CTF Hacking Challenge

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Games on GitHub 10 years ago

Many companies in the games industry have settled on using Perforce or SVN (or more recently Plastic DVCS) internally as, out of the box, it can handle both code and non-code assets (i.e. large binary files) well in tandem. Git has problems with the latter - people have tried to correct this with solutions like git-annex and git-LFS but these have failed to catch on thus far.

Disney Open Source 10 years ago

Kind of - it depends on the artist you talk to. OpenSubdiv utilities have been part of the major 3D packages for about a year or two now, and it's true that they can offer some significant speedup, well-needed in both the games and per-rendered CGI industries where high-poly subd models can easily go up to several million triangles.

Besides the speedup, there is a very interesting feature of OpenSubdiv - local edge creasing. To influence the general creasing or smoothing of a subd mesh, an artist usually has to add more or subtract geometry in an area, respectively - whereas OpenSubdiv gives you the alternative option to assign a crease value to an area of the source mesh which influences the apparent creasing of the resultant mesh in that area without the artist having to add more geo. It works some of the time: not every artist likes using local edge creases but for those that do, it can be a very big help, considering the the occasional difficulty in adding new geometry to a mesh that flows correctly and doesn't accidentally ruin the rest of the mesh.

This really doesn't tell me anything about Unity, especially in respect to other solutions.

- Unity is only for games

Who said they were? You can find lots of examples of game engines being used for other applications, such as in Archviz, non-game simulation areas, interactive art, etc.

- You can only do small games with Unity

Again, who said this? If an engine is free and well supported you might find a lot of smaller games on it, but that's not indicative of the engine as a whole. If you're planning on making a large game, the question you'd be asking is not whether you can make a larger game in Unity, but whether it's appropriate for your larger game in particular.

- Unity is worse than Unreal Engine

Now that's a opinion if I've ever heard of one. Also, you don't need to use C++ to use Unreal. UE4 natively supports Blueprint scripting out of the box (I wouldn't recommend making a game completely in a visual programming language to begin with, anyway). Support for interacting with Unreal through other languages (JavaScript, Nim, etc.) has shown significant progress in the community.

- You don’t need programming knowledge to use Unity

Many of the popular free engines nowadays have some form of visual programming feature. You'd be severely hurting yourself trying to accomplish a bigger problem using visual languages only, however.

- All Unity games looks the same

Some gamers enormously conflate a game's art with its engine, which is completely wrong. Bad art will look bad in any environment - any developer would know that.

- Unity has a lot of bugs

That's an incredibly vague statement that you can apply to just about any large software project, not even just game engines.

Some (maybe) lesser known gems for Windows machines:

http://www.peazip.org/ - Zipping/Unzipping utility, better than WinRAR or 7-Zip

http://implbits.com/products/hashtab/ - Shell extension that adds a panel in the file properties window that can compute and compare a hash against many different hash functions

http://mactype.net/ - Shell extension that gives various options to modify Windows' anti-aliasing scheme. Useful if you're not a fan of TrueType's look. Can cause noticeable lag and drawing issues on some less powerful systems, though

http://cmder.net/ - Alternative, more-featured terminal emulator for windows (works with both Cmd/PowerShell)

I'm surprised people don't really think about this in the opposite direction - that programming can be used to help understand math better. How many people have gotten along better with linear algebra and calculus by virtue of messing around in a game engine? Having to actually apply math knowledge to solving problems - some applicable context - works wonders for cementing and fertilizing that knowledge.

Many a student thinks to themselves in a math class: "Man, I'll never use this." When you actually need the math, suddenly you have this "oh shit" moment and you step into gear.

[dead] 10 years ago

Attention to all websites with "live support chats" that randomly pop in the corner without prompt: please stop doing this.

I've been using a language that uses python-style indentation (Nim) and while I've grown to like to like the language itself, the back of my mind pines for braces. At least using braces, I can immediately auto-indent a region of code and not have to worry about anything. I sucked it up, though, and I got used to the pythonic syntax anyway.

Either way, opening an article that says "Your programming language is probably unproductive" which immediately devotes itself to whining over pedantic syntax bullshit...makes me not want to read it.

The article mentions that the oldest actual computer in use by the government regards nuclear strike operations, and that it's actually being upgraded sometimes next year. I find this...concerning? Says they're upgrading terminals and data storage, which seems pretty harmless, but I feel like in terms of nuke-launching tech, "if it ain't broke, don't fix it" is a pretty good philosophy to live by.

Honestly, it's not really surprising. Emulators, and, more broadly, video games in general, tend to not give little to any thought about security.

To be fair, exploiting games and emulators directly aren't a particularly common attack vector. I've never heard of any wild malware that attempted to exec itself via a (legit) emulator, although IIRC arbitrary code exec on clients had popped up a few times in the wild on older multiplayer games (mostly CoD and various Source multiplayer games). Most of the "malware" stuff related to emulators I've heard of are cheap tricks (e.g. tainted emulator binaries on shady websites, EXE files deceptively labeled as ROMs) and not any fancy exploits.

It can sometimes make a difference, but usually the compiler's optimizer does a good job of deciding whether or not a function should be inlined.

If you want you can nudge the compiler in the direction you want via the "inline" keyword, although the compiler won't always take this suggestion to heart. MSVC has "__forceinline" but it too will not always comply.

Before the "inline" keyword, macros were the standard way to do this, IIRC

I'd be down for a new 'big bad editor' in the style of emacs' kitchen-sink philosophy (and hopefully completely modal by design, like spacemacs/vim). But basing the ENTIRE thing on Electron/JS/"web tech"...man, I hope not.

Handling it as tuples is just as fine, but it's important that a language intending to do so be devoid of verbosity and cruft. For example, D supports tuples, but I would not want to attempt Go-style error handling in it: https://rosettacode.org/wiki/Return_multiple_values#D

You make a good point, too, that multiple-return being the only way to do errors is more ideal than the language saying "oh, we support that, but we also have exceptions, too!" At least in a language with Go's philosophy, you can expect other people's libraries and your own code to play by the same rules.