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pistachiopro

HN member
Joined
Thu, Nov 03, 2011, 5:30 AM UTC
HN karma
317
Public activity
62 items

About pistachiopro

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Recent public activity

  1. comment
    Comment #40692735

    Something that set Baba is You apart for me compared to any other puzzle game I can remember playing is the puzzles themselves were actually "funny." Not like Portal, where you sol…

  2. comment
    Comment #39689710

    Take a relatively simple large language model like Llama 1. It has a context of 2048 tokens and each token can be one of 32,000 values. So the lookup table would need 32,000^2048 e…

  3. comment
    Comment #39425195

    Practically all materials behave nonlinearly when stretched or compressed a visible amount. For certain structural applications, though, if that happens we've already failed. Linea…

  4. comment
    Comment #39423136

    LLMs are being trained on a smaller and smaller percentage of human prose. Right now it seems like code is the best source for the bulk of an LLM's diet, but it's also looking like…

  5. comment
    Comment #37367005

    Chris Hecker and Jon Blow (among others) wrote good math and physics content for Game Developer Magazine, but the one I most associate with it is Jeff Lander. He's got copies of th…

  6. comment
    Comment #37288619

    According to Wikipedia, 43% of the sun's energy at the surface of the earth is visible light ( https://en.m.wikipedia.org/wiki/Sunlight#Measurement ). So just blocking the other wa…

  7. comment
    Comment #37152069

    You can publish an article with a title like this and probably not end up embarrassed. Room temperature and pressure super conductors seem hard enough to find that chances are any …

  8. comment
    Comment #37036789

    Have you looked into Small Step XPBD (introduced in the paper "Small Steps in Physics Simulation ")? It's the most efficient nonlinear dynamics integrator/solver I've come across, …

  9. comment
    Comment #37014201

    Right, so for his nondeterministic path: r(t) = 0 ; t = T We can see that r''''(T) is either 0 or 1/6, depending on if we go with the top or bottom equation. That does look like so…

  10. comment
    Comment #36649705

    > That explains why XPDB moves away from "substepping" the physics Interestingly, XPBD has moved back to substepping! The relatively recent "Small Steps in Physics Simulation" from…

  11. comment
    Comment #36647774

    I'm not familiar with the implementation of Quake's physics, but my recollection of the PBD paper was that it was basically a "mathing up" of what was already a fairly common way o…

  12. comment
    Comment #34343899

    Looks very interesting! I've been having trouble getting good SIMD performance from WASM. Are there any benchmarks posted anywhere comparing Highway's performance on various native…

  13. comment
    Comment #33936671

    I think your question speaks to something deep and interesting about XPBD. All classical mechanics sims revolve on some level around "integrating" Newton's second law of motion: F=…

  14. comment
    Comment #33926764

    Realtime fluid sim is making lots of progress, though full 3D sims still appear to be computationally out of reach, at least for games that aren't focused exclusively on them. Here…

  15. comment
    Comment #33926042

    Ten Minute Physics is a great resource! Matthias Mueller makes concise demos and explains them really well. (Though I think it would take someone without existing familiarity with …

  16. comment
    Comment #33014002

    Thanks for the link. By my reading, of the 8 incidents reported in the last 10 days for Airbus and Boeing aircraft, 7 were collisions with birds and one was: > AIRCRAFT LANDED AND …

  17. comment
    Comment #32423228

    Games generally don't use copy on write, but they do often explicitly pipeline processing to happen across multiple frames (usually by manually copying the necessary data from sim …

  18. comment
    Comment #31968505

    I believe all the major browser vendors now support the notion of "secure context," where you need to use TLS, headers, and maybe a couple more requirements. They say you regain ac…

  19. comment
    Comment #31544658

    Having worked on a fairly popular .io game mostly played by kids on phones and chromebooks over wifi, I concur with everything you said. 1) We updated around 60Hz, and bandwidth wa…

  20. comment
    Comment #31537250

    As a longtime C++ programmer, my view is that that manual memory management is a discipline that you can learn somewhat easily and then you don't spend a lot of time thinking about…

  21. comment
    Comment #31091570

    Throwing in my data: for physics simulation code, WASM vs native was identical, provided the native code was compiled with automatic SIMD optimizations disabled. On the one hand, t…

  22. comment
    Comment #30771968

    Nvidia DLSS is an important part of how they achieved 30Hz at 4k resolution, but that's more of a shading assist and doesn't affect the animation. The facial animation will be comp…

  23. comment
    Comment #30771541

    The geometry is fully pre-baked, but wrinkle and blood details respond in realtime to the pre-baked geometry.

  24. comment
    Comment #30771505

    Unity recently acquired Ziva, which specializes in the detailed animation of humans and other animals. They were known for their (not realtime) physics-based solutions, but now the…

  25. comment
    Comment #30771211

    This is indeed rendered in realtime, but one thing to note is it's a "4D" capture, more-or-less meaning each frame of the animation is its own asset. This makes it possible to repr…