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brandonpelfrey

HN member
Joined
Mon, Oct 12, 2015, 2:43 AM UTC
HN karma
155
Public activity
26 items

About brandonpelfrey

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Recent public activity

  1. comment
    Comment #49224392

    I was just looking at this yesterday. Apparently Voyager 1 architecture, ISA, etc are well known but Voyager 2 is still denied via FOIA on grounds of copyright.

  2. comment
    Comment #49124638

    For folks that have never seen elevator scheduling the game: https://play.elevatorsaga.com/ Enjoy this rabbit hole :D

  3. comment
    Comment #49084526

    This seems like very cool work. I'm sorry if I missed it: I'm still not sure how we go from verified proof (Great!) to an implementation (by LLM or by Human) which you're sure actu…

  4. comment
    Comment #48691764

    I view the temperature issue almost entirely as a copper problem. Every interface where you use CATx cables will have this issue; It's always extremely hot. For 10Gbps+ SFP and fas…

  5. comment
    Comment #48399505

    Friend shared this site with me like 10+ years ago, I've been using this knot ever since. Kind of amazing it's so generally unknown given how good it is.

  6. comment
    Comment #48337502

    Great job. I have spent a lot of time working on fluid simulations (I still am). Glad to see more people still mesmerized. If you’re interested, this rabbit hole goes very deep.

  7. comment
    Comment #48337488

    It won’t satisfy those laws. It’s also not a goal though of this post.

  8. comment
    Comment #46488010

    Having written a slightly more involved version of this recently myself I think you did a great job of keeping this compact while still readable. This style of library requires som…

  9. comment
    Comment #45473419

    You can typically get a free license for some boards, especially evaluation boards.

  10. comment
    Comment #44694011

    The issue in my mind is that this doesn’t seem to include any of the critical library functionality specific eg to NVIDIA cards, think reduction operations across threads in a warp…

  11. comment
    Comment #44576797

    A long time ago I tried a version of this ( https://github.com/brandonpelfrey/complex-function-plot ). Can you add texture lookup to yours? Escape time could map to one texture dim…

  12. comment
    Comment #43879426

    I'm curious, because neither of us knows their financial situation or needs and ambitions. What would you suggest they do?

  13. comment
    Comment #43479049

    Are you already employing Bayesian optimization techniques? These are commonly used to explore spaces where evaluation is expensive.

  14. comment
    Comment #42841591

    Great article. I still feel like very few people are viewing the Deepseek effects in the right light. If we are 10x more efficient it's not that we use 1/10th the resources we did …

  15. comment
    Comment #42107587

    I personally don't have a problem with this, but this really made me feel like I don't understand the community of this forum sometimes. HN every day has multiple posts which drive…

  16. comment
    Comment #41443746

    I helped implement production and labor planning software on top of FICO xpress some years ago. The paradigm of LP/ILP was all new to me though I was very much into math. Our softw…

  17. comment
    Comment #41364782

    Incredible result! This is a tremendous amount of work and does seem like RV is at its limits in some of these cases. The bit gather and scatter instructions should become an exten…

  18. comment
    Comment #40530500

    Agreed, very impressive results. It's both ~worrying and amazing that I'm sure an AI agent could just directly trace a path in the expression latent space to produce a photorealist…

  19. comment
    Comment #39949519

    I know a lot of people have probably experienced this with other LLMs, but I was absolutely blown away with the writing and emotion in what I posed and got back as a response. It r…

  20. comment
    Comment #39459241

    I'm fairly certain the entire game can be encoded in 16 bits. Thinking through this now. There are much less than 9! Games if you only include valid moves and actually end games th…

  21. comment
    Comment #37368536

    Very nice! I've been working on a Dreamcast emulator for a long time and a lot of the issues you mentioned around deterministic behavior echoed. Schedulers are fantastic, and we la…

  22. comment
    Comment #35368364

    Very cool! I can see myself using this soon actually :) On top of the "code speed up" this is a good problem for 2d data structures for performing this type of "find objects within…

  23. comment
    Comment #26449188

    If you like this kind of stuff, also feel free to play around with a realtime complex-valued expression->glsl version I made a while back. I like the one here a lot as well since i…

  24. comment
    Comment #10374990

    Yeah, this seemed kind of "unfortunate" when I started this project, but it still turned out to be an interesting/fun toy. The issue is that when you compute where f(z) sends each …

  25. comment
    Comment #10374939

    I should probably try to find a way to make it clearer what all can be done, or make it more obvious where the documentation is ("t" is mentioned there.)