Lesley Lai

@lesley@mastodon.gamedev.place
611 Followers
630 Following
2K Posts

Computer Graphics & Programming Languages person.

I twoot about languages like C, C++, Rust, JS/TS, and OCaml.

I organize @graphicsmeetup

he/him

Websitehttps://lesleylai.info
Noteshttps://notes.lesleylai.info/
Codeberghttps://codeberg.org/Lesley

Sometimes it is hard to tell whether this is a human troll or the whole text is generated via LLM. Or maybe both.

For context: this is a personal project that I don't expect anyone to use. Nevertheless, what this person described is completely bogus

RE: https://mastodon.gamedev.place/@zeux/115738304526269782

Fun fact: I've written two puns in my recent blog post (one intentionally, and one accidental but discovered during proofreading). I originally added "pun intended" in an HTML small tag, but I feel that's too distracting, so I just left them unmarked at the end

- one was "Python and Rust got this right" (when talking about explicit this/self parameter)
- another one was "the message (of message passing) got forgotten."

https://lesleylai.info/en/fifty_shades_of_oop/

Top tip(s) for those trying to understand a complex, well-established codebase: start off by rewinding the git history to a very early release.

There's a good chance that most of the core abstractions have survived unscathed, and seeing them surrounded by fewer ossified tendrils will make them easier to make sense of.

As an example, Veloren 0.2 was just 20k lines (compared to 330k today), yet much of 0.2's design principles have survived with surprisingly few changes.

Sebastian Aaltonen finally finished his "No Graphics API" blog post! Which ends with a graphics API of course :) But it is like 150 lines of "API surface". Pretty cool. https://www.sebastianaaltonen.com/blog/no-graphics-api
No Graphics API — Sebastian Aaltonen

Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve performance, and prepare for future GPU workloads.

Sebastian Aaltonen

Just moved away from the keyboard for a minute. Meet the 1000x programmer who can write 1000+ lines in one minute

#CatsOfMastodon

After all those years, I just can never remember the quotient rule and always derive it from the product rule whenever I need to use it

#calculus

As there seems to have been recent confusion about this, just a quick "official" toot to then pin: we haven't and won't support "generative AI" related stuff in LibreWolf. If you see some features like that (like Perplexity search recently, or the link preview feature now) it is solely because it "slipped through". As soon as we become aware of something like this / it gets reported to us, we will remove/disable it ASAP.

My talk "Concrete syntax matters, actually" from the Topos Institute Colloquium is now available on YouTube! It's an exhortation to reframe our idea of UI to include regular, shmegular programming languages, and the oft-derided task of defining their actual lexical sequences.

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

Slim Lim: "Concrete syntax matters, actually"

YouTube
Studying computer science education as if it is a phenomenon that we discovered growing on our shoreline instead of a goddamn field that we are constructing every moment. JFC. Abundant evidence continues to emerge that says how we teach computing is extremely broken. Students' failures in the context of a failing educational experience are not some kind of untroubled measure of ability.

It is interesting that many ray tracing APIs demand 3x4 matrices (rather than 4x4) for affine transformation.

Makes me think about many usages of 4x4 matrices waste 16 bytes to always store [0, 0, 0, 1]

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