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sujayakar commented on Show HN: isometric.nyc – giant isometric pixel art map of NYC   cannoneyed.com/isometric-... · Posted by u/cannoneyed
cannoneyed · 2 months ago
Really want to do SF next. Maybe the next gen of models will be reliable enough to automate it but this took WAY too much manual labor for a working man. I’ll get the code up soon if people wanna fork it!
sujayakar · 2 months ago
I'd absolutely love to play with this. one idea I had is to train another model to create bitmaps of sidewalks and roads and add a simulation for pedestrians and cars. day/night cycle would also be so cool!
sujayakar commented on GCP Outage   status.cloud.google.com/... · Posted by u/thanhhaimai
atonse · 9 months ago
Getting a lot of errors for Claude Sonnet 4 (Cursor) and Gemini Pro.

Nooooo I'm going to have to use my brain again and write 100% of my code like a caveman from December 2024.

sujayakar · 9 months ago
switch to auto mode and it should still work!
sujayakar commented on Data Compression Nerds Hate This One Trick [video]   media.ccc.de/v/eh22-8-mor... · Posted by u/doener
sujayakar · a year ago
Here's an interesting negative result.

After watching this video, my first thought was whether recent results from columnar compression (e.g. https://docs.vortex.dev/references#id1) applied "naively" like QOI would have good results.

I started with a 1.79MiB sprite file for a 2D game I've been hacking on, and here are the results:

  PNG: 1.79 MiB
  QOI: 2.18 MiB
  BtrBlocks: 3.69 MiB
(Source: https://gist.github.com/sujayakar/aab7b4e9df01f365868ec7ca60...)

So, there's magic to being Quite OK that is more than just applying compression techniques than elsewhere :)

sujayakar commented on Parameter-free KV cache compression for memory-efficient long-context LLMs   arxiv.org/abs/2503.10714... · Posted by u/PaulHoule
hinkley · a year ago
Will we see models built on b-trees to deal with memory requirements? Have we already?
sujayakar · a year ago
Deepseek is already using SSDs for their KV cache: https://github.com/deepseek-ai/3FS
sujayakar commented on Succinct data structures   blog.startifact.com/posts... · Posted by u/pavel_lishin
sujayakar · a year ago
I really love this space: Navarro's book is an excellent survey.

Erik Demaine has a few great lectures on succinct data structures too: L17 and L18 on https://courses.csail.mit.edu/6.851/spring12/lectures/

sujayakar commented on Why Rust nextest is process-per-test   sunshowers.io/posts/nexte... · Posted by u/jicea
amelius · a year ago
According to some of these reasons every library should run in its own process too.
sujayakar · a year ago
that's roughly what the wasm component model is aiming for!

https://hacks.mozilla.org/2019/11/announcing-the-bytecode-al...

sujayakar commented on Ask HN: Have you ever seen a pathfinding algorithm of this type?   blog.breathingworld.com/r... · Posted by u/Farer
sujayakar · a year ago
can you specify the algorithm in more detail?

this looks to be solving a different problem than A*, which operates over discrete graphs. this looks to be operating in 2D continuous space instead.

so, what is the algorithm for finding the optimal point on the obstacle's outline for bypass (4)? is it finding the point on the outline nearest the destination?

then, how do you subsequently "backtrack" to a different bypass point on the obstacle if the first choice of bypass point doesn't work out?

there's something interesting here for trying to directly operate on 2D space rather than discretizing it into a graph, but I'm curious how the details shake out.

sujayakar commented on Static search trees: faster than binary search   curiouscoding.nl/posts/st... · Posted by u/atombender
sujayakar · a year ago
this is unbelievably cool. ~27ns overhead for searching for a u32 in a 4GB set in memory is unreal.

it's interesting that the wins for batching start diminishing at 8. I'm curious then how the subsequent optimizations fare with batch size 8 (rather than 128).

smaller batch sizes are nice since it determines how much request throughput we'd need to saturate this system. at batch size 8, we need 1s / ~30ns * 8 = 266M searches per second to fully utilize this algorithm.

the multithreading results are also interesting -- going from 1 to 6 threads only improves overhead by 4x. curious how this fares on a much higher core count machine.

sujayakar commented on WebGL Fluid Simulation   paveldogreat.github.io/We... · Posted by u/ChadNauseam
Mossly · a year ago
I'll always have a soft spot for this earlier implementation which at lower resolutions has a kind of cyberpunk netrunner aesthetic, and at higher resolutions an almost ethereal ghostlike quality: https://haxiomic.github.io/projects/webgl-fluid-and-particle...
sujayakar · a year ago
I love playing with it at UltraHigh quality and 1 solver iterations. It reminds me of gradually incorporating one ingredient into another when cooking: like incorporating flour into eggs when making pasta.
sujayakar commented on Show HN: Whirlwind – Async concurrent hashmap for Rust   github.com/fortress-build... · Posted by u/willothy
conradludgate · a year ago
I don't think I'd recommend using this in production. The benchmarks look good, but by immediately waking the waker[0], you've effectively created a spin-lock. They may work in some very specific circumstances, but they will most likely in practice be more costly to your scheduler (which likely uses locks btw) than just using locks

[0]: https://github.com/fortress-build/whirlwind/blob/0e4ae5a2aba...

sujayakar · a year ago
+1. I'd be curious how much of a pessimization to uncontended workloads it'd be to just use `tokio::sync::RwLock`.

and, if we want to keep it as a spinlock, I'm curious how much the immediate wakeup compares to using `tokio::task::yield_now`: https://docs.rs/tokio/latest/tokio/task/fn.yield_now.html

u/sujayakar

KarmaCake day245October 8, 2012View Original