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miguel_martin commented on Defer available in gcc and clang   gustedt.wordpress.com/202... · Posted by u/r4um
maccard · 21 days ago
This example is exactly why RAII is the solution to this problem and not defer.
miguel_martin · 21 days ago
defer is literally just an explicit RAII in this example. That is, it's just unnecessary boiler plate to wrap the newResource handle into a struct in this context.

In addition, RAII has it's own complexities that need to be dealt with now, i.e. move semantics, which obviously C does not have nor will it likely ever.

miguel_martin commented on Zed editor switching graphics lib from blade to wgpu   github.com/zed-industries... · Posted by u/jpeeler
net_ · a month ago
In 2020, I started working on a (C++) game engine. Since the only decent open-source UI option was Dear ImGui (which was obviously a bad choice for consumer-facing UIs), I ended up rolling my own retained-mode UI library on top of SDL. Now, it's fully-featured enough that I rarely have to touch it. There's even a major company using it for embedded products.

I don't get why every language's community doesn't just do the same thing: roll an idiomatic UI lib on top of SDL. It was tough, but I was able to do it as a single person (who was also building an entire game engine at the same time) over the course of a couple years.

miguel_martin · a month ago
SDL is not perfect, e.g. you can't get pinch/zoom events on MacOS. IMO, using the OS APIs yourself is better.
miguel_martin commented on The Singularity will occur on a Tuesday   campedersen.com/singulari... · Posted by u/ecto
miguel_martin · a month ago
"Everyone in San Francisco is talking about the singularity" - I'm in SF and not talking about it ;)
miguel_martin commented on New code review tool I made   commitguard.ai... · Posted by u/moshetanzer
moshetanzer · 2 months ago
I have found that PR based code reviews are two noisy and non configurable. Also unpredictable as to when they will run or if all is ok. Also it is never clear who’s problem it is (more like no one is intrested in dealing with it or it is just ignored totally)

So I created this tool that runs on commit. It is easily configurable and bypassable.

Would love to hear what community thoughts are on this idea.

You can also add custom prompts, choose context option and severity.

miguel_martin · 2 months ago
Your site is down.
miguel_martin commented on Blend2D and AsmJIT development paused due to lack of funding   kobalicek.com/funding.htm... · Posted by u/miguel_martin
miguel_martin · 2 months ago
Sad!

These are really high quality and performant libraries.

Here is video demonstrating text rendered with Blend2D in real time (NO glyph cache used) - on the CPU!

https://vimeo.com/1152635716?fl=pl&fe=cm

miguel_martin commented on Vector graphics on GPU   gasiulis.name/vector-grap... · Posted by u/gsf_emergency_6
Asm2D · 2 months ago
You need to rerun the benchmarks if you want fresh numbers. The post was written when Blend2D didn't have JIT for AArch64, which penalized it a bit. Also on X86_64 the numbers are really good for Blend2D, which beats Blaze in some tests. So it's not black&white.

And please keep in mind that Blend2D is not really in development anymore - it has no funding so the project is basically done.

miguel_martin · 2 months ago
That is fair - sorry for spreading mis-information! That's unfortunate to hear about Blend2D.
miguel_martin commented on Vector graphics on GPU   gasiulis.name/vector-grap... · Posted by u/gsf_emergency_6
larodi · 2 months ago
Really, inst there anything which comes Slug-level of capabilities and is not super expensive?
miguel_martin · 2 months ago
Just use blend2d - it is CPU only but it is plenty fast enough. Cache the rasterization to a texture if needed. Alternatively, see blaze by the same author as this article: https://gasiulis.name/parallel-rasterization-on-cpu/
miguel_martin commented on Vector graphics on GPU   gasiulis.name/vector-grap... · Posted by u/gsf_emergency_6
jacobp100 · 2 months ago
> I am curious if the equation of CPU-determined graphics being faster than being done on the GPU has changed in the last decade

If you look at Blend2D (a CPU rasterizer), they seem to outperform every other rasterizer including GPU-based ones - according to their own benchmarks at least

miguel_martin · 2 months ago
Blaze outperforms Blend2D - by the same author as the article: https://gasiulis.name/parallel-rasterization-on-cpu/ - but to be fair, Blend2D is really fast.
miguel_martin commented on Video Game Websites in the early 00s   webdesignmuseum.org/exhib... · Posted by u/klaussilveira
miguel_martin · 2 months ago
It's sad that RuneScape is not on this list, yet it is on their site - https://www.webdesignmuseum.org/?s=runescape

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KarmaCake day169July 30, 2024
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