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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)SU
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9
Comments
220
Joined
2 yr. ago

  • the "will linearly speedup anything [to the amount of parallel computation available]" claim is so stupid that I think it's more likely they meant "only has a linear slowdown compared to a basic manual parallel implementation of the same algorithm"

  • this summary doesn't have some information that is pretty critical if you want to compare it to the meme

    Searches for that simple 3-torus have come up empty. But scientists haven’t yet searched for some 3-torus variations. For example, the sides of the cube might be twisted relative to one another. In such a universe, exiting the top of the cube would bring you back to the bottom, but rotated by, for example, 180 degrees.

    So to ruin thine dreams, a summary:

    Season 10 was in 1998

    A "donut-shaped" universe (3-torus) was proposed in 1984 (the paper also points out it's the simplest finite 3d topology, so it's probably been considered even earlier)

    This article talks about more complicated "donut shapes" that haven't been ruled out before

  • a shadow is just a silhouette cast on a surface, so it can move much faster than light. An object moving near the speed of light in front of a small light source that casts a shadow on a very large, very distant object could appear to move billions of times faster than light (though you would need an extremely bright light source for the shadow to be noticeable to the naked eye)

    there's really no upper limit, just how far you're willing to stretch the definition of "shadow" and "movement"

  • slow inverse square root:

     
        
    float slowinvsqrt(float x)
    {
        const long accuracy = 100000000;    // larger number = better accuracy
        if (x <= 0.0f) {
            return NAN;
        }
        if (x == 1.0f) {
            return 1.0f;
        }
        if (x < 1.0f) {
            return 1.0f / slowinvsqrt(1.0f/x);
        }
    
        int max_power = log(accuracy) / log(x);
        long pow1 = pow(x, max_power - 1);
        long pow2 = pow(x, max_power);
        double current = 1.0;
        double previous = 1.0;
    
        for (long i = 0; i<10*accuracy; i++) {
            current = sin(current);
            if (i == pow1) {
                previous = current;
            }
            if (i == pow2) {
                return current / previous;
            }
        }
    }
    
      
  • steam's drm is a complete joke though? Tons of game developers add their own drm on top because it is so trivial to bypass steam's own.

    Their main product is a marketplace/content delivery system