Gerardo Orozco
60 posts


@kerckhove_ts Yes, this has been my approach always. Once ugly code is working, with pitfalls identified and solved, a clean rewrite is done.
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@orsonscottcard Dear Mr. Card, I remember following and typing your Basic tutorials in Ahoy! magazine (remember Pig-In-a-Poke?). I was wondering if you too are jumping in the C64 revival-bandwagon brought by the C64Ultimate launch?
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@borrachito Procuta evitar el estacionamiento de República de Uruguay, junto a la plaza de la computación. Te pueden robar la llanta de refacción.
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Consejos para cuando vayas a CDMX 🇲🇽
-Irte con tres horas de anticipación si tienes cita.
-No dejarte bolear lo zapatos frente a Bellas Artes.
-No dejarte colocar pulseras en La Villa.
-No dejarte tomar fotos de "10 pesos" en Chapultepec, te van a salir en $300 al final.
-No comprar teléfonos en la calle, te van a aplicar el famoso "cambiazo".
-No comprar electrónicos en Plaza Meave, te van a pedir adelanto para sacarlo de bodega, es estafa.
-No entregar tu celular en la calle República de El Salvador para que le pongan una mica "gratis", te lo van a robar.
-No tomar bicitaxis en el centro, te van a dar un precio y después te van a querer cobrar por persona extra o por peso extra.
-Guarda tu celular al entrar y salir del metro en una bolsa con cierre.
-No vayas a las terrazas del zócalo. Son estafa.
¡NO TE APENDEJES!
Si me faltó algo, agréguenlo 🙏

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@Lord_Arse That cover reminds me of certain compiler programming book... scary stuff 😬
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@pikuma Oh you're right! Didn't recognize it. My edition is bright yellow and probably as fat as the Black book. 😃
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@sgorozco Yeah. It's the second one (from top to bottom, below the Mike Abrash one).
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@davidfowl @KooKiz Hi David, I am curious, I think it would be very valuable if talented coders of your caliber gave internal feedback on Copilot. Have you always been a non-VisualStudio developer?
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@KooKiz I don't use copilot in VS so I don't know if the experience is the same but there's likely an explicit "plan" mode. In this mode you get to have a conversation, and come up a plan in the context of the code you are writing. You can review the plan, tweak the plan before executing
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For my professional projects (ReSharper), I limit my AI usage to "explain this code" or "generate this function". I've tried letting an agent work autonomously a few times (Claude Code, with Opus 4.5). Every time I got the same result: the agent completed its task successfully (with some back and forth), but introduced unneeded side-effects, that would have definitely broken stuff if I didn't catch them. Sometimes it's really counter-productive. In one extreme occurrence, I asked the agent to update our leveldb connector, to stop using IntPtr in favor of safehandles, after we caught a memory leak in some unhandled error conditions. The task is simple, but with some subtle changes to consider (IntPtr are never null, handles can be). It completed the task but introduced so many changes in behavior that I had to carefully review every line of code, and it ended up taking me as much time as if I wrote it myself, if not more.
Overall, I believe agents right now are at the level of a talented junior developer: fast coder, will complete complex tasks in record time, promised to a bright future. But it lacks that caution that senior developers have, born from the experience of breaking the production too many times. Agents are too task-focused: given instructions, they will complete them successfully, but fail to consider the risks and global impact of the changes they make.
David Fowler@davidfowl
Ultimately we all want to get here, and the code quality will get better, but right now multiple passes over the code are needed to keep the quality high.
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@aakashgupta It is curious, one one end, captchas have become increasingly difficult, on the other end, we are opening the front door to bots... 🤷♂️
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Google and Microsoft just co-authored the spec that turns every website into an API for AI agents. The second-order effects here are massive.
Right now, browser agents work by taking screenshots, parsing the DOM, and guessing which buttons to click. It works about as well as you’d expect. Fragile, expensive, slow. WebMCP replaces all of that with a single browser API: navigator.modelContext. Websites register structured tools directly in client-side JavaScript. The agent reads a menu of available actions, calls them, gets structured data back. No scraping. No backend MCP server in Python or Node. The tools run inside the browser tab and share the user’s existing auth session.
Early benchmarks show ~67% reduction in computational overhead compared to visual agent-browser interactions. Task accuracy around 98%.
The second-order effect is where this gets wild. Today, when a browser agent visits two competing airline sites, it’s guessing at both interfaces equally. Once WebMCP adoption spreads, the site that exposes structured tools gives the agent a clean, reliable path to complete the task. The site that doesn’t forces the agent to fumble through the UI. Agents will prefer the cheaper path. Every time.
This means “Agent Experience Optimization” becomes a real discipline. Tool naming, schema design, description quality. Sound familiar? It’s the same shift that happened when meta descriptions and structured data became optimization surfaces for search engines. Except this time, the traffic source isn’t Google’s crawler. It’s every AI agent on the internet.
Bots already make up 51% of web traffic. Google just gave them a front door.
Chrome for Developers@ChromiumDev
WebMCP is available for early preview → goo.gle/4rML2O9 WebMCP aims to provide a standard way for exposing structured tools, ensuring AI agents can perform actions on your side with increased speed, reliability, and precision.
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@UridiumAuthor Loved Uridium, it was my show-off game for the C64 back in the day! - How about a "Uridium meets Raid On Bungeling Bay" concept? (large map, x-y smooth scrolling?)
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Spelunker Atari 800 , I still think this is one of the best platformers on the Atari and c64, I think this is still going as spelunky on other platforms. #Atari
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@jfwfreo @MuseumCommodore Yeah, it seems they have the ability to color individual pixels? Wonder how they are able to escape the constraints of the color memory attributes. Most impressive!
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@MuseumCommodore I didn't know you could do THAT with the VIC-II...
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Amiga graphics on the Commodore 64? This will blow you away!
Check out Dreamtime 2023 by Profik – a stunning C64 graphics collection/slideshow released 15 July 2023 at Arok Party (placed 4th in Mixed Demo comp!).
Using clever interlaced techniques, subpixel resolution, and advanced converters, it squeezes way more detail out of the C64 than you'd think possible – seriously looks like it jumped straight from an Amiga!
Paired with smooth SID tunes by Vincenzo (Smooth and Wonders tracks are fire). Watch the whole demo it is worth the wait!
Download the full demo here: csdb.dk/release/?id=23… Run it on real hardware, Commodore 64 Ultimate, TheC64 or VICE – turn up the volume🎶 and prepare to be amazed.
It has been over 40 years since the release of the C64 and the demos and games are just getting better all the time. What did you think of Dreamtime 2023?
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@N1Warhead @exQUIZitely @pikuma has an excellent tutorial to replicate this same terrain rendering using C. I truly recommend it.
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The truly amazing part is how efficient it is back then. Last year I did a test that replicated this type of rendering in Unity - I did get it working. But unless I used multithreading (Jobs System, Burst) in Unity. It would be crippling performance for not much more than 20 meters. And even if I did use Unity's job and Burst compiler it was def better, but just didn't feel authentic doing it that way, as it was obviously possible to do it without multithreading as evident in the video lol.
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Those of you old enough to remember "voxels" will probably do so because of Comanche: Maximum Overkill (NovaLogic, 1992). It is widely regarded as the first commercial game using that technology. Voxels, short for "volumetric pixels", are the 3D equivalent of 2D pixels.
When Comanche was released, there was quite a lot of hype around the game, being the first to divert from the much more common use of polygons for 3D worlds. Gameplay was more suitable for beginners, less so for flight sim veterans who expected more depth in terms of controls and missions (e.g. what the likes of Gunship 2000 had to offer).
Another advantage over other flight sims were the relatively modest system requirements for its era, targeting 386 PCs, and making it accessible rather than "high-end", so even the casual gamer could enjoy it.
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@RBMEllis Europeans are actually retarded to try to explode the transatlantic relationship over an ice sheet where almost nobody lives.
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@sanchez_m_m Trial and error too? Had the first 4 letters on my third attempt. Tested almost every remaining possibility until the word was accepted.😅
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@Prathkum My current experience, I describe the bug, the AI adds a bit of strategic instrumentation. Feed the logged results, it reasons and locates the bug, patches itself. Recompile, bug gone. It feels surreal.
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