John Mell 🇺🇦
4.1K posts


@oldyzach Omg. I played this game and forgot its name. Been looking for it for years! Thank you!!!!!
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John Mell 🇺🇦 retweetledi

🤩 Giveaway Time 🤩
Since we got paid, you know how it’s done around here! Time to give back to the fantastic community all of you have helped create.
I’ll be giving away 2 x $50 Steam/Amazon/Xbox/ PSN gift-card or Cash App ( Winners Choice ) Monday March 30th
To be eligible:
✅Comment “Pay it forward”
✅Like and Follow
✅Repost and tag a friend.
Good Luck and remember to pay it forward in any way you can 💚🍀




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@DanielleFong Humans are reactionary in nature. Its obvious that will be a problem but things will only get done once killbots kill a few people.
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ok ok you can start there but i do absolutely think that mass surveillance and fully automated killchain --dangerously-skip-permissions kill bots is a necessary point of discussion
roon@tszzl
when you look at the list of things the public is scared about re ai a lot of these are just easily addressable. fake videos and scam calls rank very highly. FCC can act there
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@falco_girgis Well, for starters, try compiling with -O1 and disable all other optimizations and see if it persists. O3 can be very aggressive and break things.
the compiler must honor __may_alias__. It cannot be ignored if the compiler claims to support the attribute.
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Okay goddamnit, we just ran into one of the most obscure and elusive bugs I've ever encountered working on our Ocarina of Time port for the Sega Dreamcast.
It reared its ugly head while we were balls deep in the inline SH4 assembly, optimizing the game for DC... and I seriously CANNOT explain why the offending code caused an issue, even if we found a way to work around it...
Are there any inline assembly or GCC compiler experts in the house? I know how obscure this shit is, but... hopefully there's someone I'm connected with who is well-versed in the dark arts... if so, have a seat and let me weave you a tale...
What's the deal? Well, we're using my SH4 vector and math library, SH4ZAM, to accelerate a bunch of the math and hot routines in this port, going from N64 to DC, to improve performance, as we always do.
What we have here is two slightly different versions of the exact same hand-optimized memcpy() variant routine, with the bare minimum code present for the routine to work and to reproduce the issue.
It copies exactly 16 4-byte words from a source address to a destination address. We use this version ONLY to copy unaligned 4x4 matrices around in memory (cuz we can do much better with higher aligned matrices).
ANYWAY. The one on the left? The working version of the code. Does its thing. Life is good. The one on the right? The original implementation... NOT A DAMN THING WRONG... except... owait, where's the minimap icons!? TOAST.
The only difference between the two? The types of the pointers which we are using as input and output constraints to the same block of inline assembly.
Since the two argument pointers are void*, we must cast them to something to give them a size as memory constraints for the inline ASM block. On the left, they are casted to 64-element byte array, which is legally allowed to alias any memory based on C/C++'s "strict aliasing" rules.
On the right? We're using a pointer to a special typedef'd uint32_t which tells GCC that we're allowed to alias memory and break GCC's strict aliasing rules by referencing memory from such a pointer. So the constraints on the right take pointers to an array of 16 32-bit words which are allowed to be aliased as uint32_ts...
I have searched everywhere I possibly could and cannot see any reason these two should not behave identically. Yeah, I'm breaking strict aliasing rules on the right, but so? That GCC aliasing attribute does properly get GCC to fuck off and allow me to carry on violating those rules perfectly fine from C and C++ code... so what's the problem here?
Only thing I can even think of is that GCC's extended inline assembly blocks are not honoring the "may_alias" attribute on the typedef that we're using to refer to our source and destination memory addresses, and the whole block of inline ASM is getting optimized away for breaking strict aliasing rules when we pass a 4x4 float matrix to it? Anyone know if this is the case? Is that even documented anywhere?
Anyway, this is the latest and greatest GCC version 15.2.1 toolchain, cross-compiling for the Sega Dreamcast's "SuperH4" CPU architecture. Yes, we are rocking -O3, -flto, -fipa-pta, and pretty much every optimization under the sun which is interacting with these blocks of inline ASM, further adding to the shitstorm... THOUGHTS? 😂

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@PixelCNinja That's not even a correct shader :) There are diagonal lines through "pixels" lol... There are better shaders for this kinda thing
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@oldyzach 100s of hours for me, spent in the Close Combat series. One of my top 10 games of my youth.
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@matthughson @timsoret Exactly. At the very least, the raw metals will be a limited resource, since the Earth has only so many. Automated diggers or not, at some point you run out of raw materials. Scarcity will always be there.
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It’s 2050.
Civilisation is largely automated.
The economy is an irrelevant concept.
You are now in perpetual holidays.
Wholesome Side of 𝕏@itsme_urstruly
Bro pulled off the best video of his life
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@DanielleFong Are you finally admitting trading is just gambling but for smart people? 😂 Add that slot machine beep sound when you realize gains. 😝
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@oldyzach fun fact: this game exists on the iPhone! and it works great :)
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John Mell 🇺🇦 retweetledi

🚨 Thai police have reportedly busted an illegal Tate McRae streaming farm.
(📸 @ThaiNewsReports )
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@Feline_Musk_ @Doomer_Armus Its the future, anything is possible lol
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@TerribleMaps If New Zealand institutes a social media ban, I hope you will be first on the list. 🤬
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@Iamvengeance4 @wearetherace Gary is great! Why don't u like him? Personality or technical?
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@wearetherace the day you guys get rid of Gary Anderson.. i will follow your articles and analysis till then
GIF
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@oldyzach You bring a mouse for a laptop too? My man! Trackpads are so annoying aren't they! 😂
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