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nikki93
searching Neon…
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1.
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nikki93
1y ago
https://github.com/terryyin/lizard has been useful to track when functions get too convoluted or long, or when there's too much duplication -- in code generated by agents. Still have to see how well it works long
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nikki93
1y ago
A relevant paper: https://arxiv.org/abs/2306.11644 -- the Phi models (and many others too) are based on this idea.
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nikki93
1y ago
Pasting a comment I posted elsewhere: Resources I’ve liked: Sebastian Raschka book on building them from scratch Deep Learning a Visual Approach These videos / playlists: https://youtube.com/playlist?list=PLoROMvodv4rOY
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nikki93
2y ago
I think a 'linear types' ish model where the compiler flags an error if you didn't write the explicit unlock call, and only compiles if some acceptable unlock call (or set of calls) is added, would be a good design. It can &#
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nikki93
2y ago
Frama-C uses CIL.
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nikki93
2y ago
GCC and clang (and maybe others) have 'statement expressions': https://godbolt.org/z/sqYnbh4Ej
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nikki93
2y ago
This would be nice also to have an API that's usable from C/C++ code running in Wasm. I see libraries often do this where they expose a C/C++ library like Postgres to Wasm and the main / documented API is JS and you have
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nikki93
2y ago
I use this static reflection hack in C++ -- https://godbolt.org/z/enh8za4ja You do have to tag struct fields with a macro, but you can attach contexpr-visitable attributes. There's also a static limit to how many
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nikki93
3y ago
Nice! Ebiten is a super nice API for Go. Lots there to be inspired by in API design. Another API I like a lot is Love for Lua (which also actually can be used from C++). Re: the comments on here about the GC etc. -- I've posted about t
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nikki93
3y ago
Hello world just needs to call console.log, so doesn't need libc. Here's an example that builds without libc / emscripten to produce a very small wasm hello world: https://github.com/nikki93/cxx-wasm-free
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nikki93
4y ago
Does Grasshopper in Rhino count?
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nikki93
4y ago
I do also really like Go for various reasons, and have been working on a Go -> C++ transpiler and associated ECS libs to make a personal game project with. I used it to make a game for Raylib game jam earlier this year too: https:/
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nikki93
4y ago
I've been using my own little Go (subset / my own extensions) -> C++ compiler -- https://github.com/nikki93/gx -- and found it to be a fun way to add some guardrails and nicer syntax over C++ usage. You ge
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nikki93
4y ago
Re: perf for hobby gamedev, I basically agree for native builds, but lately I've felt like Wasm support seems key for hobby gamedev (so you can have more people play your game / without downloading it / it works directly on m
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nikki93
4y ago
For the client I use a simple go -> c++ compiler I wrote and compile to wasm from that actually, on my side projects. It had zero overhead interfacing to / calls to C/C++ (including generics<->templates) since it's j
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nikki93
4y ago
Personally I'm not super familiar with its benefits if any on the server and would actually not use it on the server myself and just build binaries directly, probably using Go. But I've seen some references to Wasm on the serversi
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nikki93
4y ago
GC implementations over Wasm definitely have perf issues. eg. Go compiled to Wasm has these with its GC. The main way when compiling to Wasm now is to not use a GC, which is reasonable depending on the application in question. It's qui
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nikki93
4y ago
The extent of Wasm's availability on browsers is quite big right now. Both iOS and Android and all major desktop browsers. That sort of reach is what I meant by the term "the browser" used generically. Different from being an
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nikki93
4y ago
One of the things that killed Flash was not being supported on iOS while Wasm runs fine (and actually pretty well!) on iOS which is pretty good for reach.
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nikki93
4y ago
I think you missed the part about it running in the browser? But yes, some previous technologies are similar to some new technologies, that's not really an insight at this point. Especially not about bytecode interpreters which seems l
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nikki93
4y ago
The main benefits are being able to use the same codebase for native and web builds and also not needing to use a GC and being able to do memory management yourself. The latter stuff really makes a positive difference for Wasm in eg. graphi
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nikki93
4y ago
For DOM you can get pretty far binding http://google.github.io/incremental-dom/ to C (it's all just procedure calls). But other than that there are OpenGL bindings (eg. in emscripten) and things for audio like SoL
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nikki93
4y ago
You can compile C, C++ and a bunch of other languages to Wasm, while you can't do that with Java as a target. A lot of existing C code compiles unchanged. And Wasm also actually runs in all browsers nowadays without the user noticing a
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nikki93
4y ago
Sweet! I've been using it for the same. Example game project (did it for a game jam): https://github.com/nikki93/raylib-5k -- in this case the Go gets transpiled to C++ and runs as WebAssembly too. Readme includes
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nikki93
4y ago
I've been using an immediate mode api that generates html elements in web, so that you do get the things that html offers. I basically have a thin wrapper around http://google.github.io/incremental-dom/ (I'm
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nikki93
4y ago
I've liked Raylib lately for writing graphicsy applications. Here's a small example that does 3d, runs in the browser, code shown below: https://www.raylib.com/examples/core/loader.html?name=core_3...
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nikki93
4y ago
Here's a little template that uses Raylib: https://github.com/nikki93/raylib-template
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nikki93
5y ago
You can render OpenGL with C++ and compile it to Wasm but alsk have it build and run natively (Emscripten or your own bindings or whatever). So this can be a way to do both, while keeping the reach of web. Depends on what kind of applicatio
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nikki93
5y ago
I also tried running vanilla Go in Wasm (one of the targets I want to support) directly and was hitting GC pauses and frame drops every second. Garbage generated due to temporaries has also been an issue in an engine I worked on that had Lu
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nikki93
5y ago
I don't think goroutines / channels is a clear win or even that relevant for data-oriented gameplay code. I go into this more in-depth in this comment: https://www.reddit.com/r/golang/comments/r2795t
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