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Boxxed commented on The Sovereign Tech Fund invests in Scala   scala-lang.org/blog/2026/... · Posted by u/bishabosha
mikert89 · 11 days ago
Scala is too complicated. Most scala code bases I have worked on have no enforced structure, the language allows for all sorts of unconventional programming paradigms
Boxxed · 11 days ago
Yeah I love it when people start defining their own operators all over the place and give them all inscrutable names. "Dude just use the eggplant parm operator: <<=-=>>"
Boxxed commented on Ask HN: Do you have any evidence that agentic coding works?    · Posted by u/terabytest
cdelsolar · 20 days ago
not if you get acquired
Boxxed · 20 days ago
Is your argument that it's now someone else's problem? That it must be paid, just by someone else? Thanks, I hate it.
Boxxed commented on Pyinfra: Turns Python code into shell commands and runs them on your servers   github.com/pyinfra-dev/py... · Posted by u/klaussilveira
bionsystem · a month ago
How does it compare to fabric ? I used neither of those. I'm quite proficient in ansible and fine with it but always interested in alternatives.
Boxxed · a month ago
They're sort of different things. I think of fabric as more of a remote shell, but pyinfra is exactly analogous to ansible.
Boxxed commented on Pyinfra: Turns Python code into shell commands and runs them on your servers   github.com/pyinfra-dev/py... · Posted by u/klaussilveira
Boxxed · a month ago
I don't have anything insightful to add but I do want to say that after years of ansible et al, pyinfra is an absolute breath of fresh air.
Boxxed commented on I'm making a game engine based on dynamic signed distance fields (SDFs) [video]   youtube.com/watch?v=il-TX... · Posted by u/imagiro
cubefox · a month ago
Almost every 3D game uses textured polygons almost everywhere (except sometimes for fog or clouds), so this SDF engine is nice to see.

However, he doesn't mention animations, especially skeletal animations. Those tend to work poorly or not at all without polygons. PS4 Dreams, another SDF engine, also had strong limitations with regards to animation. I hope he can figure something out, though perhaps his game project doesn't need animation anyway.

Boxxed · a month ago
I'm not super familiar with this area so I don't follow... Why is animation any more difficult? I would think you could attach the basic 3D shapes to a skeleton the same way you would with polygons.
Boxxed commented on Meta is using the Linux scheduler designed for Valve's Steam Deck on its servers   phoronix.com/news/Meta-SC... · Posted by u/yellow_lead
Boxxed · 2 months ago
Posting an AI summary is about as useful as posting Google search results. We can all do it, we don't need anyone to do it for us.
Boxxed commented on US destroying its reputation as a scientific leader – European science diplomat   sciencebusiness.net/news/... · Posted by u/xqcgrek2
ahmedfromtunis · 2 months ago
I recently read "Chip War" and it talked about an era (around the 80s and 90s) were american dominance on electronics (and economy) seemed in deep decline.

Japan was the next big thing.

But the collective efforts of some government agencies, academia and the private sector helped reverse the trend.

American dominance is sure not a given but with an almost century of inertia, all hope is not lost (especially compared to the alternative).

Boxxed · 2 months ago
> But the collective efforts of some government agencies, academia and the private sector helped reverse the trend.

Well that's the key. The current administration is doing its best to sabotage science.

Boxxed commented on Carrier Landing in Top Gun for the NES   relaxing.run/blag/posts/t... · Posted by u/todsacerdoti
jordigh · 2 months ago
The information to properly land the plane is in the manual. The required air speed and altitude have never been a secret, if you read the manual (which I guess most kids didn't).

The real difficulty, not explored in this disassembly, is that the game has semi-realistic physics! My older brother was in flight school at the time and was able to easily land the plane and taught me how to do it.

As the article states, "Altitude and speed are both controlled by throttle input and pitch angle". So you can't just hit the engines or air brakes button to change your speed. If you lower the nose of the plane, you'll speed up and vice versa! So you have to carefully juggle your speed and altitude by altering both your pitch and your engines/air brakes.

My brother taught me that my speed wouldn't reduce if I'm nosediving, so raise the nose a little while opening my air brakes for a quick reduction in speed and then level out to maintain altitude. The game actually models this somewhat accurately!

Boxxed · 2 months ago
> The information to properly land the plane is in the manual. The required air speed and altitude have never been a secret, if you read the manual (which I guess most kids didn't).

It's also on-screen. What's missing is the acceptable ranges -- +/- 100 for altitude, +/- 50 for speed, per the post. Knowing that the slop for altitude is much higher is definitely helpful information.

Boxxed commented on Carrier Landing in Top Gun for the NES   relaxing.run/blag/posts/t... · Posted by u/todsacerdoti
moron4hire · 2 months ago
I think people focused too much on the speed too early on, which put them in a stall condition without any feedback they were stalling. For most of the run, you want to be losing altitude so you don't notice, but near the end you're probably too low with not enough speed to climb, so even though you're pulling up, you're still losing altitude, and that's where people got the idea that their inputs didn't "matter."
Boxxed · 2 months ago
> but near the end you're probably too low with not enough speed to climb, so even though you're pulling up, you're still losing altitude

The region of reversed command -- pretty cool that such a simple NES game managed to replicate that counter-intuitive part of the flight envelope.

https://agairupdate.com/2021/10/02/the-region-of-reversed-co...

u/Boxxed

KarmaCake day483July 4, 2017View Original