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dakom commented on Claude Code on the web   anthropic.com/news/claude... · Posted by u/adocomplete
blueside · 2 months ago
As we all know here, if the the title of this post was about Codex on the web, the top comment would have been about using Claude instead.

YMMV, but this definitely doesn't track with everything I've been seeing and hearing, which is that Codex is inferior to Claude on almost every measure.

dakom · 2 months ago
fwiw I'm happy to see this - been trying to tackle a hairy problem (rendering bugs) and both models fail, but:

1. Codex takes longer to fail and with less helpful feedback, but tends to at least not produce as many compiler errors 2. Claude fails faster and with more interesting back-and-forth, though tends to fail a bit harder

Neither of them are fixing the problems I want them to fix, so I prefer the faster iteration and back-and-forth so I can guide it better

So it's a bit surprising to me when so many people are pickign a "clear winner" that I prefer less atm

dakom commented on Schizophrenia is the price we pay for minds poised near the edge of a cliff   psychiatrymargins.com/p/s... · Posted by u/Anon84
mikeweiss · 6 months ago
"High CBD will probably be one of the paths to treatment"

On what exactly are you basing that off of? Vibes?

dakom · 6 months ago
I wouldn't dismiss personal anecdotes any more than I'd dismiss someone claiming they saw something in a reputable journal but can't remember the citation.

In other words, yeah, don't just believe it at face value- but if you have good reason to trust the source, it's worth considering and checking into further.

In this case it's not just one individual but many people saying that THC and CBD are almost opposites if eachother, for example in how they affect anxiety.

Definitely worth proper research imho, could lead to medication that has more of the pros and less of the cons

dakom commented on Learn Makefiles   makefiletutorial.com/... · Posted by u/dsego
andreynering · 6 months ago
I'm the creator and one of the maintainers of an alternative to Make: Task.

It has existed for 8+ years and still evolving. Give it a try if you're looking for something fresh, and don't hesitate to ask any questions.

https://taskfile.dev/

https://github.com/go-task/task

dakom · 6 months ago
Funny coincidence, I use this often and just opened an issue earlier today: https://github.com/go-task/task/issues/2303 :)
dakom commented on Learn Makefiles   makefiletutorial.com/... · Posted by u/dsego
creata · 6 months ago
Is there a good generic job runner?

Edit: Sorry, it looks like I totally misunderstood what you meant by "job runner".

dakom · 6 months ago
Taskfile and Justfile are pretty solid.
dakom commented on Making video games (without an engine) in 2025   noelberry.ca/posts/making... · Posted by u/selvan
dakom · 7 months ago
I've never delivered a game anyone's really paid for, so take with a grain of salt, but imho the big win when you are writing your own stuff is you get to decide what not to include.

That sounds obvious but it really isn't. One example: maybe you don't need any object culling at all. Nobody tells you this. Anything you look up will talk about octrees, portals, clusters, and so on - but you might be totally fine just throwing everything at the renderer and designing your game with transitions at certain points. When you know your constraints, you're not guessing, you can measure and know for a fact that it's fine.

Another example: shader programming is not like other programming. There's no subclassing or traits. You have to think carefully about what you parameterize. When you know the look you're going for, you can hardcode a bunch of values and, frankly, write a bunch of shit code that looks just right.

The list goes on and on... maybe you don't need fancy animation blending when you can just bake it in an external tool. Maybe you don't need 3d spatial audio because your game world isn't built that way.

Thing is - when you're writing an _engine_ you need all that. You don't get to tell people writing games that you don't really need shadows or that they need to limit the number of game objects to some number etc. But when you're writing a _game_ (and you can call part of that game the engine), suddenly you get to tweak things and exclude things in all these ways that are perfectly fine.

Same idea applies to anything of course.. maybe you don't need a whole SQL database when you know your data format, flat files can be fine. Maybe you don't need a whole web/dom framework when you're just spitting out simple html/css. etc. etc.

I think this headspace is pretty common among gamedevs (iiuc large projects often copy/paste dependencies and tweak between projects rather than import and support a generic api too)

dakom commented on The demoscene as a UNESCO heritage in Sweden   goto80.com/the-demoscene-... · Posted by u/robin_reala
larodi · 9 months ago
Would you agree the demoscene is slowly turning into generative-art-NFT-scene. I mean, lot of new effects get released a gif or genart snippets, and some are actually really good. Also #genaury been a think for several years now.

Not sure how this relates to the heritage status of older productions though.

dakom · 9 months ago
There's also some cool stuff brewing in the AVS space to allow nondeterminism, GPU, storage, and more.. for example, WAVS executes stuff off-chain in WASI components, and brings the result on-chain (secured by re-staking via Eigenlayer etc.)- so there's a roadmap to do things directly in wasi-gfx powered shaders and more low-level access like that
dakom commented on Hyperlight WASM: Fast, secure, and OS-free   opensource.microsoft.com/... · Posted by u/yoshuaw
dakom · 9 months ago
Cool. Trying to understand the value-add here, how does this differ from executing via wasmtime?
dakom commented on Show HN: Rust Vector and Quaternion Lib   github.com/David-OConnor/... · Posted by u/the__alchemist
cwiz · 9 months ago
There's also bevy_math with quite large number of crates depending on it.
dakom · 9 months ago
bevy_math also uses glam, re-exported in the prelude: https://github.com/bevyengine/bevy/blob/cc69fdd0c63ea79fda4f...
dakom commented on WASM Wayland Web (WWW)   joeyh.name/blog/entry/WAS... · Posted by u/todsacerdoti
cmrdporcupine · 10 months ago
Not my recollection at all. Adobe invested almost 0 effort in getting their runtime working on non-x86 platforms. It was pathetic, honestly, how many years passed before they had any kind of passable implementation there.

Adobe Flex was interesting and not awful. The problem was the runtime.

And the company behind it. Who remains awful.

dakom · 10 months ago
dakom commented on WASM Wayland Web (WWW)   joeyh.name/blog/entry/WAS... · Posted by u/todsacerdoti
cmrdporcupine · 10 months ago
WHich was... only windows computers since Flash barely worked on Macs or Linux, and never properly made it to mobile, where it was also a complete battery drain when it did in fact do things... sometimes.
dakom · 10 months ago
Eh.. lots of projects targeted mobile app stores by authoring in Flash and using the GPU accelerated stuff. Starling was a semi-blessed framework. Worked perfectly well, no battery drain. Lots of "native" apps were authored that way (and still are, you see the same approach with Unity etc.)

Browser plugins could have been fixed to catch up, the VM itself wasn't the problem in terms of drain

u/dakom

KarmaCake day281July 13, 2017View Original