I've never played any Pokemon games on any platform ever. Even though I don't understand many concepts and jokes, there's one thing which seems batshit crazy.
Why are there 2 versions of the same game? As far as I understand, they're very slightly different. But how did Nintendo get away with it in the first place? Most fans would have been super pissed to hear they'd need to buy each game twice.
I wonder how many fantasy stories of "X-kind finds a mysterious, previously considered useless material life-changing and battles for control of it" were directly inspired by the Uranium fever of the late 40's/early 50's.
At least Dune comes to mind, but I'm sure some medieval fantasies were also inspired by that.
I've seen a number of weird game audio codecs, most produced throughout the 90's, because there was no universal solution yet.
Most recently, ATRAC9 was even mostly abandoned in favor of Vorbis. So there's a move to standard codecs pretty much universally.
So why does Snowrunner, a game from a month ago, use a 25 year old ADPCM codec, specifically Microsoft's custom variant, that's shipped in every version of Windows since 95?
Surely even hacking in a Vorbis decoder would have been simpler.
There was an era in FPS games where each release decreased the FOV further and further into discomfort.
This was an era where graphics were most important. When widescreen TVs became popular. When console versions outsold PC versions by a margin.
Poor consoles became unable to render new "groundbreaking graphics game" at 30fps unless the FOV was locked way down.
And no game was closer to the "FOV wtf are you doing" limit than Singularity.
Seriously wtf: hardcoded ridiculously small FOV.
Signing git commits with a gpg key is so inconvenient.
You can sign them when you make them, but if you pull and rebase, the signatures silently disappear. Or if you change your remote URL. Or if you reword your commits. Or if you do practically anything.
You really should sign them just before you push, without git constantly prompting you, but guess what, that's the most likely time you'll forget to sign them.
I feel sorry for Sean Connery. In the 80s he was okay with no longer acting as often, in the 90s he wanted to take part in one last good blockbuster movie to be remembered and retire for good, so he spent years acting in mediocre or bad films which never took off. Then he got cast for a role in the Matrix which he declined, and it turns out he really missed out. So in one last desperate attempt, he got a role in the trainwreck which was 2003's TLoEG, which was so disastrous he gave up.
Storing images as a double array where the first index is the horizontal position (and this guarantees that no 2 pixels will be next to each other on the same line) is the most inefficient way I can imagine an image being stored as.
And I bet there are quite a lot of projects doing that already. Its like they hate optimized memcpys.
There are surprisingly many open source recreations/releases of engines.
All of STALKER is almost playable too.
5 days of non-stop work for free, lacking sleep, sending patches across 3 different projects, and I think I singlehandedly prevented Vulkan multimedia APIs from being a total non-interoperable disaster, and got 70% more performance on my toy Intel GPU.
Now I don't want to see or hear the work Vulkan as I spend my weekend working on DSP. Mathematics. Running on your CPU directly. Amazing.
Bitrate of an empty, black 480p H264 stream: 4kbps.
Bitrate of a silent AAC stream: 4kbps.
Bitrate of a silent Opus stream: 0kbps.
Opus is 'free' since a silent frame is just signaled as 0 byte payload. Signalling that isn't free, but with no payload, its technically 'free'.
There is a 'silence' flag in the Opus bitstream, but signalling it costs 14 bits (!), plus a few more bytes of header. It doesn't even mean "silence", it means "DTX silence", some remnant of a phone system or something.
Renamed the streaming project to txproto. Repo is https://github.com/cyanreg/txproto
Planning to write a GUI, because the whole thing is so complex it really needs it.
No one told me src_lavd.c wasn't commited so now I have to rewrite it...............
Allows you to capture screens and webcams via ffmpeg/native wayland and audio via pulse.
Zero copy compositing and encoding supported.
If you don't use any fancy obs features you could probably replace it with this.
No GUI, but whatever. If anything my rewritten lavc boilerplate code is nice and I should use it in cyanrip and other projects.
Submitting a patch? No. Reading the code? Nope. Raising some suggestions? Of course not. Making a bug? No. Messaging the developers? Nope. Even mentioning it in a stray line on IRC? No.
Raising a mob on twitter? Convincing some mislead people the project's the worst thing in the world? Making the life of some poor time-starved dev in a bad situation even worse? Oh yes.
I even have some unfinished code to fix it, and now I don't even want to look at anything.
Fuck you too. You know who you are.
Codec researcher, x86 assembly and Vulkan expert. As expected.
Had nothing to do with x264. Most unexpected.
A Mastodon instance for people interested in multimedia, codecs, assembly, SIMD, and the occasional weeb stuff.