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msarchet commented on Working on databases from prison   turso.tech/blog/working-o... · Posted by u/dvektor
tiffanyh · 9 months ago
Very interesting.

I have some basic questions if anyone knows:

a. do all inmates get computer & internet access? (or only some, dependent upon the crime you committed)

b. do the inmates have to pay to use the computer & internet? I ask because I hear commissary is prohibitively expensive in prison.

c. how much time per week do inmate get to use the computer with internet access? (and is that time guaranteed they will get)

d. are there job boards specific to helping inmates find remote friendly jobs that are accepting of incarcerated individuals?

msarchet · 9 months ago
There’s a link to a post on his personal blog that explains a lot of this
msarchet commented on Making video games (without an engine) in 2025   noelberry.ca/posts/making... · Posted by u/selvan
Llamamoe · 10 months ago
> The real meat & potatoes is all the tooling and content and asset pipelines around the engine. If you think about it, you need to implement:

I wonder if there'd be any value in someone making a FOSS engine-agnostic editor designed to be as easy and powerful to adapt to any other engine/framework/etc as possible.

msarchet · 10 months ago
Some of the other commenters have pointed this out. But this just doesn’t quite work.

I’ve been doing Game Dev for the better part of 15 years now which is almost all of my career. I’ve been almost solely focused on building Tools and almost always building Editor internals and the interactions with the engine/assets systems.

There’s just so so much nuance to how editing works. You also want to be as close to how the engine will render so there’s also the need to either embed or have an api on your game to edit content live. People need hot reloading, people need things to look and act correct.

Just rendering a model accurately can be a challenge. Don’t get me started on animations

msarchet commented on Ogmo – free, open source, 2D level editor   ogmo-editor-3.github.io/... · Posted by u/aeontech
msarchet · 10 months ago
Ah this is an old project and hasn’t seen any updates in years which is why what I was going to comment is what it is

Looks pretty cool! I’m looking around the docs to find some import instructions for a common engine.

msarchet commented on Show HN: Open Rewind – POC for audio and screen and video streaming to S3   github.com/janwilmake/eff... · Posted by u/wwoessi
wwoessi · a year ago
I havent tried yet, but I think we can use https://github.com/minio/minio for this.
msarchet · a year ago
Minio works pretty solidly as an s3 compatible endpoint. It took me a while of juggling configuration with Docker to get running correctly though
msarchet commented on Frosted glass from games to the web   tyleo.com/html-glass.html... · Posted by u/tyleo
tyleo · a year ago
I was part of an investigation which considered Coherent products for one of the Forza titles. We didn't go with it at the time, and I haven't had the opportunity to use it on a title at other companies, but it looks rad.

Forza used a custom UI system based on XAML and the acrylic elements at the top of the article were largely implemented in a custom shader. For a custom system it was pretty solid. We also built a lot of tech into it related to 3D placement of elements to support diagetic UI.

msarchet · a year ago
Was this the in-house c++ WPF implementation?
msarchet commented on New ways to catch gravitational waves   nature.com/articles/d4158... · Posted by u/sohkamyung
demondemidi · 2 years ago
How does one aim a gravitational wave detector? Or is that not how they work?
msarchet · 2 years ago
> LIGO can't point to specific locations in space Since LIGO doesn’t need to collect light from stars or other objects or regions in space, it doesn't need to be round or dish-shaped like optical telescope mirrors or radio telescope dishes. Nor does it have to be steerable, i.e., able to move around to point in a specific direction. Instead, each LIGO detector consists of two 4 km (2.5 mi.) long, 1.2 m-wide steel vacuum tubes arranged in an "L" shape (LIGO's laser travels through these arms), and enclosed within a 10-foot wide, 12-foot tall concrete structure that protects the tubes from the environment.

> A mirror at the vertex of the arms splits a single light beam into two, directing each beam down an arm of the instrument Mirrors at the ends of the arms reflect the beams back to their origin point where they are recombined to create an interference pattern called 'fringe

https://www.ligo.caltech.edu/page/what-is-ligo

https://www.ligo.caltech.edu/page/ligos-ifo

msarchet commented on Watch cars evolve using genetic algorithm   rednuht.org/genetic_cars_... · Posted by u/memalign
dexderp · 2 years ago
Interesting. Is there a way to do this in a 3d physics based simulation environment. It would be cool to see if a genetic algorithm could be used to discover new aerodynamic configurations for drones/other platforms in simulation.

I don't know enough about genetic algorithms to say for certain. Anyone have any reference materials for someone that's just started looking into this?

msarchet · 2 years ago
It’s the simulation and fitness function that are difficul not the genetic algorithm really.

I’ve done a bunch of playing around with NEAT, a variant of GA using NNs, for various things. Typically for GA stuff though you have a genome, aka some set of instructions for an individual, a fitness function for scoring them, and then you generate new individuals from those genomes for the next population.

Original Paper on NEAT here:

https://nn.cs.utexas.edu/downloads/papers/stanley.ec02.pdf

Lots of good resources here.

https://nn.cs.utexas.edu/

msarchet commented on Nanofont3x4: Smallest readable 3x4 font with lowercase (2015)   github.com/Michaelangel00... · Posted by u/lsferreira42
msarchet · 2 years ago
Just this morning I have been working on a font rasterizer for an eink screen project. So it’s really interesting to see one this small.
msarchet commented on Tiny bitfield based text renderer (2022)   onirom.fr/wiki/blog/25-09... · Posted by u/082349872349872
nico · 2 years ago
Fascinating in-depth write up

> Another idea would be to render tiles and modifying the tiles content by just modulating the bit fields or map a set of tiles differently or do simple transforms using bitwise operations such as mirroring, once you have a complete set of tile operations you can combine them to compose detailed patterns / images, ones could also animate tiles individually by switching values in a cyclic fashion…

Could something like the wave function collapse algorithm[1] be used for this, ie. generating tiles that are similar to a certain base pattern?

[1] https://github.com/mxgmn/WaveFunctionCollapse

msarchet · 2 years ago
This does seem like a great use case for it.
msarchet commented on Existing in an un-simulated reality   iahwrites.substack.com/p/... · Posted by u/turtlesoup
Ycombigatorz · 3 years ago
How do you know that when you touch a chair that that sensation is real?
msarchet · 3 years ago
https://en.wikipedia.org/wiki/Qualia[1] - is what you are now describing mixed with a little bit of Maxwell's Demon[2] - something is intercepting between you and a true experience.

Real, in the way I believe you are trying to express, is a complicated topic.

1 - https://en.wikipedia.org/wiki/Qualia 2 - https://en.wikipedia.org/wiki/Maxwell%27s_demon

u/msarchet

KarmaCake day69December 31, 2011View Original