Jes Wolfe!
17.8K posts

Jes Wolfe!
@jes5199
a loose affiliation of millionaires and billionaires and baby,

Big scoop from me: Anthropic's Mythos AI model -- the cybersecurity model it says is so powerful it can enable dangerous cyberattacks -- is being accessed by unauthorized users. Gift link! bloomberg.com/news/articles/…


One of the problems is that the present no longer lasts long enough to be a setting. All fiction is either science fiction or historical fiction.

Retired Southern Air 747 with no engines still wants to fly under strong wind at Mojave aircraft boneyard




Codex wrote our new material struct. It created two bind groups in it, because shadows only need albedo texture. Codex is trained with old OpenGL/DX12 code. Nowadays it doesn't matter how many bindings are in your bind group. Binding a bind group is basically setting a GPU pointer (offset to descriptor heap). A single bind group per material is enough. Doesn't matter if you only read diffuse texture (for alpha clip shadows). Codex also added separate texture fields in the material struct. Again not needed, since nobody will refer to individual textures in rendering. Textures descriptors are already inside the bind group in GPU memory. Just extra bloat to remember them in CPU side.












