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TylerGlaiel

HN member
Joined
Mon, Sep 04, 2017, 9:52 PM UTC
HN karma
418
Public activity
42 items

About TylerGlaiel

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Recent public activity

  1. comment
    Comment #45094285

    yeah that, include is a textual replacement, so anything placed before the include is seen by all the code in the include. Not just other preprocessor stuff and pragmas but all of …

  2. comment
    Comment #45088255

    All that the C++ committee needed to do was just introduce "import" as "this is the same as include except no context can leak into it". Would have been dirt simple to migrate exis…

  3. story
  4. comment
    Comment #43458459

    This implementation grows indefinitely if you repeatedly push to the head and remove from the tail, even if the max number of elements in the array is small

  5. comment
    Comment #38874803

    this is my quote https://twitter.com/TylerGlaiel/status/1724907097031414240

  6. comment
    Comment #38223437

    Biggest place for improvement performance-wise I can see from this is that you aren't taking into account cache coherency here. Horizontal blurs with this method are going to be ri…

  7. comment
    Comment #37601704

    There's nothing wrong with spamming 1000s of raycasts per frame in a 2D game. They should be very cheap, so the performance impact of that should not be something you have to think…

  8. comment
    Comment #37054616

    I think openAI might be experimenting with smaller context lengths to save on costs or something since I've had a few other things break down like this for me today too (even in GP…

  9. story
    Show HN: Python library to run a “function” over a set of data via ChatGPT

    Found myself needing to process a list of ~7000 strings through ChatGPT to classify them correctly, so made this utility that divides them into batches to reduce API calls and toke…

  10. comment
    Comment #36937479

    note that when they went and analyzed that AI they found out it was using the smudges on the google car camera as a sort of fingerprint (as those are consistent for the many pictur…

  11. comment
    Comment #36580130

    the last time I tried it (it was years ago) std::regex was taking a measurable number of milliseconds to evaluate which is kind of a very long time even outside of performance crit…

  12. comment
    Comment #36578945

    if you actually wanted to you could probably wrap thread to pass the stacktrace of the spawning thread into the worker thread whenever you spawn a thread and then output that upon …

  13. comment
    Comment #36578898

    oh yeah C++ regex is stupidly inefficient, like "python is faster" inefficient. I tried to use it for text replacements and pretty much immediately abandoned it

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  15. comment
    Comment #35431139

    please... just explicitly calculate index() first on its own line if the order matters like this...

  16. comment
    Comment #35201654

    thats also not a correct formulation of the problem, as it needs to minimize the number of fire tiles it passes through. which is where a lot of the complication comes from.

  17. comment
    Comment #35201629

    it had 4 movement as its base, the numbers over its head were a bonus movement status effect (used for testing this stuff)

  18. comment
    Comment #35194309

    I have not tried, but I suspect if I described the algorithm I have instead of the problem that it could translate the algorithm into code pretty well. But I'm also unsure of that,…

  19. comment
    Comment #35194286

    chill, I'm the only programmer on the project, and I don't have any problems understanding what the code is doing (only lost track of some of the "why", the process that led me the…

  20. comment
    Comment #35194230

    Interesting, not a single one of these things it asked for clarifications on are things it actually got wrong in its suggested solution

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  22. comment
    Comment #35091820

    string view is theoretically going to be faster, but its the type of thing you'd really need to profile in actual context to see to what extent that is true or not. I was mainly ju…

  23. comment
    Comment #35076741

    sure but this is how pretty much every implementation does it these days, so you should be able to safely rely on that (or just drop in your own version that provides that guarante…

  24. comment
    Comment #35076221

    > Tokenizing by storing strings in a vector is almost never what you want for high performance code, as it will result in an allocation for each token. not quite, std::string can s…

  25. comment
    Comment #34976742

    > and to actually have your game designed first (not designing while you code.) tell me you've never made a game without telling me you've never made a game