well tbf code review is probably the most useful part of "AI coding", if it catches even a single bug you missed its worth it, plus false positives would waste dev time but not pollute the kernel
id take it further to say dont even design your own ISA because its super rewarding watching your custom designed CPU run real software from an actual compiler (all you need is rv32i minus the CSRs)
Very cool, surprisingly small amount of code
twitter (from the ios app) breaks atleast once a week, its unremarkable now
im not Eric but: having used vello (when it was in its early stages i "transplanted" it into my game engine), it is quite a beast. its got a multistage compute shader pipeline, and over time im kinda soured on the whole…
do you mean accessing data outside of your app's framebuffer? or just accessing neighboring pixels during a shader pass, because those are _very_ different things. GPU MMUs mean that you cant access a buffer that…
whats going on here, I dont know enough C++ to understand
are succinct data structures good for "dynamic" applications? ie modifying the data often, last time i looked into this field it seems that all the popular structures were very static in nature and had costly updates
oh wait nvm just realised you linked a working archive link in your post... still worth updating the link in the repo for people who stumble upon it
the "technical note" link in the RLE bit vector section of the rust repo is broken (https://yuri.is/pdfing/weighted_range_quantile_queries.pdf 404s)
well tbf code review is probably the most useful part of "AI coding", if it catches even a single bug you missed its worth it, plus false positives would waste dev time but not pollute the kernel
id take it further to say dont even design your own ISA because its super rewarding watching your custom designed CPU run real software from an actual compiler (all you need is rv32i minus the CSRs)
Very cool, surprisingly small amount of code
twitter (from the ios app) breaks atleast once a week, its unremarkable now
im not Eric but: having used vello (when it was in its early stages i "transplanted" it into my game engine), it is quite a beast. its got a multistage compute shader pipeline, and over time im kinda soured on the whole…
do you mean accessing data outside of your app's framebuffer? or just accessing neighboring pixels during a shader pass, because those are _very_ different things. GPU MMUs mean that you cant access a buffer that…
whats going on here, I dont know enough C++ to understand
are succinct data structures good for "dynamic" applications? ie modifying the data often, last time i looked into this field it seems that all the popular structures were very static in nature and had costly updates
oh wait nvm just realised you linked a working archive link in your post... still worth updating the link in the repo for people who stumble upon it
the "technical note" link in the RLE bit vector section of the rust repo is broken (https://yuri.is/pdfing/weighted_range_quantile_queries.pdf 404s)