HN user
zoenolan
zoenolan.me [ my public key: https://keybase.io/zoenolan; my proof: https://keybase.io/zoenolan/sigs/QniA9vLc5xZBT8GmyJH72T36frZQ2L_ddum45TMagWg ]
I'm linking my keytrace.dev: did:plc:bnzwkyuqln3eviqu6qsgr22j
The big one I remember was many applications, not just games assuming the buffer swap was performed by a blit into the display buffer, not an framebuffer pointer update. They relied on the previous frames data still being in the back buffer. For those applications you were forced to blit the buffer, not swap the pointer and take a performance hit.
I also remember a media player being called out by name in the code for doing invalid operations, needing a work around and code to detect it was running just to function.
If being in the EU was so great, then why don't Norway or Switzerland join?
https://www.ft.com/content/5c8a871f-9a49-45f4-9ac0-543a608a5...
The CTO Craft survey would be my go to buy tends to be quite UK focused.
One of my first jobs was working on the website for John Holdsworth (now https://www.camirafabrics.com/), scanning all the different types of moquette
and some background
Guy and Elliott Gotkine interviewed about the book
See also Multiflow
See also Elite in 22KB
Previously: https://news.ycombinator.com/item?id=38707095
Norman Cook (Fatboy Slim) was on the Retro Hour talking about the Atari ST at the start of the year
Tom Scott visits Peachtree City, Georgia
Reminds me of https://youtu.be/t5zQpN28xa4 and https://youtu.be/PN-vUaawaF8
- Stencil Routed A-buffer [1]
- Multi-Fragment Effects on the GPU using the k-Buffer [2]
- Production Volume Rendering [3]
- Translucent Shadow Maps [4]
[1] https://developer.download.nvidia.com/presentations/2007/sig...
[2] https://www.sci.utah.edu/~stevec/papers/kbuffer.pdf
[3] https://graphics.pixar.com/library/ProductionVolumeRendering...
[4] https://www.scribd.com/document/657069029/Translucent-Shadow...
I went with JS/TS at my last place. It worked well. I wrote up some thoughts.
https://zoenolan.org/2022/09/language-choices/
Today, I'd add having some sort of a plan on how to deal with npm attacks but wouldn't see that as a deal breaker.
The FT recently did a series on 'The AI race', which they described as 'A three-part series exploring the quest for AI capacity and the data centres at the heart of hundreds of billions of dollars in capital investment'
- ‘Absolutely immense’: the companies on the hook for the $3tn AI building boom [1][2]
- Inside the AI race: can data centres ever truly be green? [3][4]
- Inside the relentless race for AI capacity [5]
[1] https://www.ft.com/content/efe1e350-62c6-4aa0-a833-f6da01265...
[3] https://www.ft.com/content/0f6111a8-0249-4a28-aef4-1854fc8b4...
I was lucky enough to visit a few years ago. A great technical achievement and a design classic.
The approach from the Mediterranean side is very well done. The road curves with a hill blocking most of the bridge. As you turn the corner, the bridge comes into view. As you move onto the bridge and valley drops away and you get an idea of how high you are.
Later on I got the view from an airplane after leaving Béziers. A different view but did show how the bridge sits in the landscape.
If you get the chance to visit, you should.
We had Lotus Notes forced on us at a previous job. Just slow, chunky and a painful to do anything. I was glad to go back to Outlook when I moved on.
Some football analytics links
Soccermatics course[0], the book of the same name[1], R code [2] and some more general resources [3].
Learn Python and Data Science With Football[4] and Python library for plotting football charts[5].
Machine learning Fantasy Premier League team [6] and Python for Fantasy Football [7][8][9][10][11][12][13][14][15]
[0] https://soccermatics.readthedocs.io/en/latest/
[1] https://www.goodreads.com/book/show/26073086-soccermatics
[2] https://github.com/JoGall/soccermatics
[3] https://github.com/eddwebster/football_analytics
[5] https://mplsoccer.readthedocs.io/en/latest/
[6] https://github.com/alan-turing-institute/AIrsenal
[7] http://www.fantasyfutopia.com/python-for-fantasy-football-in...
[8] http://www.fantasyfutopia.com/python-for-fantasy-football-ma...
[9] http://www.fantasyfutopia.com/python-for-fantasy-football-ge...
[10] http://www.fantasyfutopia.com/python-for-fantasy-football-ap...
[11] http://www.fantasyfutopia.com/python-for-fantasy-football-in...
[12] http://www.fantasyfutopia.com/python-for-fantasy-football-ad...
[13] http://www.fantasyfutopia.com/python-for-fantasy-football-un...
[14] http://www.fantasyfutopia.com/python-for-fantasy-football-fe...
[15] http://www.fantasyfutopia.com/python-for-fantasy-football-ra...
CPU to GPU to FPGA to ASIC
All the acronyms
One of my previous jobs involved coding on a media processor. That processor had a direct-mapped cache, so code size and layout mattered. Ideally, you wanted the performance-critical code to fit in the cache and be in different cache lines to avoid thrashing.
Well, they do take part in Eurovision
Tiny code Christmas was a lot of fun the last couple of years. That covers a lot of the basics in a beginner friendly way.
Just some links I had lying around. Well at least the ones that still worked.
A major problem I had was register pressure. Even with a decent sized register file. Memory accesses in the hundred of cycles range, made it very difficult to fill those 'free' cycles while you are waiting for data to be loaded. Double buffering data really just cut the effective size of the register file making everything worse. That did lead to some interesting way of optimising code to reduce temp storage over execution time.
Another was trying to access different memory locations and getting poor usage of the cache. Giving larger gaps to try and fill with something useful.
This was sometime ago now. So the tradeoffs will be different. Different types of RAM and transistor budgets
and a few more
Pixel Planes/Pixel Flow [1]
The Geometry Engine: A VLSI Geometry System for Graphics [2]
Tim Purcell's research [3]
BrookGPU [4]
GRAMPS: A Programming Model for Graphics Pipelines [5]
[1] https://www.cs.unc.edu/~pxfl/
[2] https://graphics.stanford.edu/courses/cs148-10-summer/docs/1...
[3] http://graphics.stanford.edu/~tpurcell/
Newer editions of Computer Organization and Design: The Hardware Software Interface covers GPUs [1]
Multiflow still has some relevant ideas [2]
Programming on Parallel Machines: GPU, Multicore, Clusters and More. Gives you a look at some of the issues [3]
SPIRV-VM is a virtual machine for executing SPIR-V shaders [4]
NyuziRaster: Optimizing Rasterizer Performance and Energy in the Nyuzi Open Source GPU [5]
Ocelot is a modular dynamic compilation framework for heterogeneous systems, providing various backend targets for CUDA programs and analysis modules for the PTX virtual instruction set. [6]
glslang is the Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
[1] https://www.goodreads.com/book/show/83895.Computer_Organizat...
[2] https://en.wikipedia.org/wiki/Multiflow
[3] http://heather.cs.ucdavis.edu/parprocbook
[4] https://github.com/dfranx/SPIRV-VM
[5] https://www.cs.binghamton.edu/~millerti/nyuziraster.pdf
Patrick Boyle on Forbes 30 Under 30