Bootstrap knowledge of LLMs ASAP. With a bias/focus to GPT.
Avoid being a link dump. Try to provide only valuable well tuned information.
Neural network links before starting with transformers.
{-# LANGUAGE TypeSynonymInstances #-} | |
data Dual d = D Float d deriving Show | |
type Float' = Float | |
diff :: (Dual Float' -> Dual Float') -> Float -> Float' | |
diff f x = y' | |
where D y y' = f (D x 1) | |
class VectorSpace v where | |
zero :: v |
John Belmonte, 2022-Sep
I've started writing a toy structured concurrency implementation for the Lua programming language. Some motivations:
So what is structured concurrency? For now, I'll just say that it's a programming paradigm that makes managing concurrency (arguably the hardest problem of computer science) an order of magnitude easier in many contexts. It achieves this in ways that seem subtle to us—clearly so, since its utility didn't reach critical mass until around 2018[^sc_birth] (just as control structures like functions, if
, and while
weren't introduced to languages until long after the first compu
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
I've had some fun ruining Python recently, but Python is what I use at work. I prefer to use other languages when I'm doing stuff for fun.
And obfuscation only really makes sense in fun and competition - given a suffeciently determined actor, your code will be reverse engineered. Unless you write it in Malboge.
For this particular experiment, I'll be using Lua 5.3. As I'll probably need to dive into some of the less portable functions to commit our atrocities, I can't guarantee it will run on other popular versions like Luajit or 5.1.
#include <time.h> // Robert Nystrom | |
#include <stdio.h> // @munificentbob | |
#include <stdlib.h> // for Ginny | |
#define r return // 2008-2019 | |
#define l(a, b, c, d) for (i y=a;y\ | |
<b; y++) for (int x = c; x < d; x++) | |
typedef int i;const i H=40;const i W | |
=80;i m[40][80];i g(i x){r rand()%x; | |
}void cave(i s){i w=g(10)+5;i h=g(6) | |
+3;i t=g(W-w-2)+1;i u=g(H-h-2)+1;l(u |
--[[ | |
Original Author: https://github.com/Leandros | |
Updated Author: https://github.com/jakebesworth | |
MIT License | |
Copyright (c) 2018 Jake Besworth | |
Original Gist: https://gist.github.com/Leandros/98624b9b9d9d26df18c4 | |
Love.run 11.X: https://love2d.org/wiki/love.run | |
Original Article, 4th algorithm: https://gafferongames.com/post/fix_your_timestep/ | |
Forum Discussion: https://love2d.org/forums/viewtopic.php?f=3&t=85166&start=10 |
I was talking to a coworker recently about general techniques that almost always form the core of any effort to write very fast, down-to-the-metal hot path code on the JVM, and they pointed out that there really isn't a particularly good place to go for this information. It occurred to me that, really, I had more or less picked up all of it by word of mouth and experience, and there just aren't any good reference sources on the topic. So… here's my word of mouth.
This is by no means a comprehensive gist. It's also important to understand that the techniques that I outline in here are not 100% absolute either. Performance on the JVM is an incredibly complicated subject, and while there are rules that almost always hold true, the "almost" remains very salient. Also, for many or even most applications, there will be other techniques that I'm not mentioning which will have a greater impact. JMH, Java Flight Recorder, and a good profiler are your very best friend! Mea
Concurrency is a domain I have wanted to explore for a long time because the locks and the race conditions have always intimidated me. I recall somebody suggesting concurrency patterns in golang because they said "you share the data and not the variables".
Amused by that, I searched for "concurrency in golang" and bumped into this awesome slide by Rob Pike: https://talks.golang.org/2012/waza.slide#1 which does a great job of explaining channels, concurrency patterns and a mini-architecture of load-balancer (also explains the above one-liner).
Let's dig in:
by "scientificninja" (Josh Petrie?)
To begin with, the term "engine" (specifically as it related to the game development world) has no strict definition. Therefore, in the interests of keeping everybody on the same page, I'll define the term as I intend to use it in this article. An "engine" is a collection of robust, reusable software subsystems (possibly including both code libraries and tools) designed to facilitate the development of actual games by addressing specific requirements. The requirements tend to be broadly-defined: rendering, audio, physics, et cetera. Particularly ambitious engines that address multiple broad requirement groups tend be to known as "game engines" rather than just "graphics engines" or "physics engines."
Now that that's out of the way, let's turn to the real issue: how to build engines, and more specifically, if you should even bother.
For any number of reasons, many neophyte game developers (and even some moderately experienced ones) seem to t