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It is

> For a more recent example, look at Vs code

HA! Comparing VSCode to Linux is like comparing an overweight, acne-ridden drug addict that lives in his mom's basement to an astronaut with 3 PhDs. They're barely even the same species.


"it's a lightweight SVG renderer"

Meanwhile.. drawing 512 subdivisions for a single textured quad.

It's a cute trick, certainly, but ask this thing to draw anything more than a couple thousand elements and I bet it's going to roll over very quickly.

Just use webgl where perspective-correct texture mapping is built into the hardware.


The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment. Most 3D renderers focus on realtime speed, not file size and runtime portability. I think in practice we will configure the subdivisions at something like 64 for a good file size tradeoff

Why use SVG for this, though? This could be easily implemented as pure JS software rasterizer without all the tessellation workarounds.

> The goal for this vanilla TS renderer is to have visual diffing on GitHub and a renderer that works without a browser environment

This doesn't answer the question. If you're doing all this work in JS to render a static SVG, why not just "do it right" and output a static PNG instead?

The top of the PCB (the lines etc) are computed as an SVG, i would have to have an SVG rasterizer just to begin with that approach, then would be limited by what images I could rasterize. It would also be much much slower than quickly computing matrices

You might find that librsvg works for you.

I was going to suggest raylib for server-side rendering, but it adds a non-JS dependency. Apparently it has optional support for rendering SVGs to textures.

https://github.com/raysan5/raylib/discussions/3741


I think it's actually possible to win on the second guess with any initial input. Or at least I did it a handful of times..

This should be correct. For any cell that isn't green after your first guess, there's only one other possibility for its value.

It's not guaranteed you will always win in 2 steps because occasionally you will win in 1 step.

Isn't 1 within the bounds of 2?

There's a difference between "in 2 steps" and "within 2 steps".

Splitting hairs seems like grammar policing. I can even see action 1 and null action if I squint hard enough.

Yes. Yellow and grey mean exactly the same thing in this game: Flip it.

Hoping that you are being sarcastic...

Location: NA timezones (Canada <--> Central America)

Remote only : 10 years remote, 12 years experience

Technologies : C, C++, SIMD, OpenGL, WebGL, WASM, JS, TS

Interests : compilers, language runtimes, 2D & 3D graphics, performance

Hello, my name is Jesse.

I'd describe myself as a competent generalist and a lifelong learner. I'm frequently working on something I've never done before.

My most recent professional experience has been about a year at a semiconductor startup where I wrote prototypes for a compiler and a cycle simulator.

One of my personal projects of ~10 years is a 3D game engine. Working on it has taught me a great deal about systems and graphics programming. It runs on Windows, Linux and Web (WASM/WebGL). I chose to build it without any libraries (barring the CRT for startup), which began as a learning exercise, but has taught me the value of simplicity.

In more recent history I've been working on a metaprogramming system for C. Think C++ templates/constexpr, but significantly more ergonomic. It turns out I have a small passion for compilers. I was also recently contributing to Oil, a new bash runtime and POSIX compliant shell.

On the optimization side of things, I recently wrote the world's fastest open-source AVX2 Perlin noise implantation, and wrote about the process on my blog.

That's the cliff-notes on my technical background. As a person I'm friendly and easy to get along with. I like the phrase "Have strong opinions, weakly held". Outside of work I enjoy surfing, backcountry skiing, snowmobiling, rock-climbing and beer! I split my time between Canada, Costa Rica, and Mexico.

Cheers, Jesse

https://scallywag.software

https://scallywag.software/resume.html

https://github.com/scallyw4g

[email protected]


According to the article, the plaster changes properties based on the crack it's currently filling, which is the whole problem.


Yes. (See longer version of this "yes" above!)


I've been working on a 3D voxel-based game engine for like 10 years in my spare time. The most recent big job has been to port the world gen and editor to the GPU, which has had some pretty cute knock-on effects. The most interesting is you can hot-reload the world gen shaders and out pop your changes on the screen, like a voxel version of shadertoy.

https://github.com/scallyw4g/bonsai

I also wrote a metaprogramming language which generates a lot of the editor UI for the engine. It's a bespoke C parser that supports a small subset of C++, which is exposed to the user through a 'scripting-like' language you embed directly in your source files. I wrote it as a replacement for C++ templates and in my completely unbiased opinion it is WAY better.

https://github.com/scallyw4g/poof


That's a cool idea, and seems technically satisfying to work on. Well done!


Finally finished the fourth part in a blog series I wrote about SIMD-optimizing Perlin noise. Accidentally wrote what I believe to be the fastest AVX2 implementation to date.


Location: NA timezones (Canada <--> Central America) Remote only : 10 years remote, 12 years experience

Technologies : C, C++, SIMD, OpenGL, WebGL, WASM, JS, TS

Interests : compilers, language runtimes, 2D & 3D graphics, performance

Hello, my name is Jesse.

I'd describe myself as a competent generalist and a lifelong learner. I'm pretty much always working on something I've never done before.

My most recent professional experience has been about a year at a semiconductor startup where I wrote prototypes for a compiler and a cycle simulator.

One of my personal projects of ~10 years is a 3D game engine. Working on it has taught me a great deal about systems and graphics programming. It runs on Windows, Linux and Web (WASM/WebGL). I chose to build it without any libraries (barring the CRT for startup), which began as a learning exercise, but has taught me the value of simplicity.

In more recent history I've been working on a metaprogramming system for C. Think C++ templates/constexpr, but significantly more ergonomic. It turns out I have a small passion for compilers. I was also recently contributing to Oil, a new bash runtime and POSIX compliant shell.

On the optimization side of things, I recently wrote the world's fastest open-source AVX2 Perlin noise implantation, and wrote about the process on my blog.

That's the cliff-notes on my technical background. As a person I'm friendly and easy to get along with. I like the phrase "Have strong opinions, weakly held". Outside of work I enjoy surfing, backcountry skiing, snowmobiling, rock-climbing and beer! I split my time between Canada, Costa Rica, and Mexico.

Cheers, Jesse

https://scallywag.software

https://scallywag.software/resume.html

https://github.com/scallyw4g

[email protected]


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