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Surely, you're the best person to do that..? Unless you're not human of course.


It's just not shipping it like musl, it'll just be an external ABI as per: https://codeberg.org/ziglang/zig/issues/35379


You reminded me the anecdote about every SID chip sounding different. If you hear a recording of a C64 made song, it’s unique to that chip (and somewhat to the machine as well, timing, crystal, etc.).


Different generations of chips, or various cheap clone chips, sure.

Within one generation, evidence of significant differences seems weaker. Sure, manufacturing had loose tolerances, you could end up with a "faulty" chip, but most SIDs sounded the same. You could also end up with a 6510 that crashed after 30 minutes.

https://www.youtube.com/watch?v=yadWu7hs4MU

https://www.youtube.com/watch?v=n73-ipWMCCY


Its a myth.



Ok, I've made that link the top one (even though you have to scroll down to find the flat chair) and moved the submitted link to the top text.

Thanks!


Thank you. The original website is a uniquely awful ad-infested page.


I joined Asobo Studio[1] for an internship back in 2010, and some code there was already nearly 15 years old as they grabbed the remains of Kalisto[2] including the engine/editor. That editor (Pawap) is still used to this day, although the engine (Zouna) has been rewritten (but uses the same data backend as the old code, albeit heavily updated too). This was probably the oldest codebase I worked on at the time.

[1] https://en.wikipedia.org/wiki/Asobo_Studio [2] https://en.wikipedia.org/wiki/Kalisto_Entertainment


Might just be because we still communicate with them, having the source might allow bad actors to control them. Hopefully one day, it could be released once obsolete.


Well done on the paper, I saw your Reddit post a few days ago. Are you getting it through JCGT for example?


It’s not a problem in practice if debug data is emitted properly. For example I used the VS Code C++ debugger extension with Zig.


They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.


Yes splats do reflections


Yes but in a weird way (at least on vanilla 3DGS) - it duplicates the splats on the mirror side.

Vanilla 3DGS cannot do any specular lighting or reflections - the color is basically baked in the splats. There's some active research going on to create richer Gaussian splats so we can do shading (or even ray tracing on it) - but haven't seen anyone using in production yet.


Is that weird, though? I thought that was a pretty common way to do reflections, but I’m not that well-versed in the latest tech in this space.


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