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Viewing profile — sylefeb

sylefeb

HN member
Joined
Sat, May 09, 2020, 3:12 PM UTC
HN karma
69
Public activity
17 items

About sylefeb

https://mastodon.online/@sylefeb

Recent public activity

  1. comment
    Comment #45879040

    Hi there, a while ago I had a ton of fun with the Fomu: https://x.com/sylefeb/status/1571489610647371776 Fantastic little device! Relating to the post, I also happened to brick one…

  2. comment
    Comment #40673779

    This is a fascinating topic, especially when considering how this was achieved back in the days. We now take it for granted, but this was not a simple feature to have in your game …

  3. comment
    Comment #39554103

    Lookup tables are great to produce impressive graphics effects under strict compute limits. I use them in many FPGA projects. On FPGA there is a balance between limited memory (oft…

  4. comment
    Comment #39048206

    Very, very impressive works, both MRISC32 and FuryGPU (which I just learned about, love the idea of a FPGA-retro-GPU that could go in a modern computer!). It's hard to overstate th…

  5. comment
    Comment #27594158

    Hi (author) - Thanks! I would like to support FIRRTL very much, I have looked into it a bit in the past and that all looks feasible. It is a rather big feature though, so it will t…

  6. comment
    Comment #27594042

    Hi (author) - for me Silice brings comfort while designing, simplicity of reuse (groups+interfaces making it easy to assemble components), a syntax that is more to my taste (obviou…

  7. comment
    Comment #27591175

    Hi, Silice author here -- about the license see also discussion here https://news.ycombinator.com/item?id=27575174 and github issue https://github.com/sylefeb/Silice/issues/106

  8. comment
    Comment #27591097

    Hi, Silice author here - Yes, exactly! Silice is only a thin abstraction layer over Verilog with a few syntax conveniences (fsms, pipelines, BRAMs, groups, interfaces, please see R…

  9. comment
    Comment #27577481

    Thanks for the feedback and pointers, I'll be looking into both issues (AGPL and the question of generated code).

  10. comment
    Comment #27577188

    Hi, Silice author here. I picked the AGPL 3.0 knowing it is on the strict side of the spectrum, but not thinking it would be 'toxic'? If you have some pointers on this I'd like to …

  11. comment
    Comment #27577165

    Hi, Silice author here. I cannot provide a detailed answer as I am not familiar enough with SystemC. I started Silice as a "quality of life" (in the video game sense) thin layer ab…

  12. comment
    Comment #23145554

    Unsure, I definitely would like to have fully working environments that can be explored interactively (with proper BSP collisions, doors/lifts, blinking lights etc). Everything is …

  13. comment
    Comment #23132468

    Happy to - but in full this will be better explained on release on the github README, with code examples. Also, I am no language expert, and not an FPGA expert either (I have been …

  14. comment
    Comment #23128198

    Doom has had an immediate huge impact in its time ; even before the source code got released the game had a hacker-friendly wibe to it. For instance DEU (the first editor I used) w…

  15. comment
    Comment #23127945

    True - I only (partially) re-implemented the render loop, and this is far from the complete game. A game is always much more that its core technical components. Adding a keyboard/j…

  16. comment
    Comment #23127486

    (Author here) Thanks - and I agree. That being said this is running 100 MHz on (what I believe is) a relatively low end FPGA? Also my implementation remains simplistic, many things…

  17. comment
    Comment #23125579

    Author here - Thanks! You are absolutely correct there are several state machines (vga, sdram controler, framebuffer, texturing, divider, renderer, etc) and each with an active sta…