Ed_

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Ed_

Ed_

@Ed__dev

I make stuff with computers. Opinions are my own.

Присоединился Şubat 2013
2.2K Подписки270 Подписчики
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
Remember when I posted this and a bunch of people got mad? x.com/Jonathan_Blow/… x.com/Jeremybtc/stat…
Jeremy@Jeremybtc

Anthropic accidentally leaked their entire source code yesterday. What happened next is one of the most insane stories in tech history. > Anthropic pushed a software update for Claude Code at 4AM. > A debugging file was accidentally bundled inside it. > That file contained 512,000 lines of their proprietary source code. > A researcher named Chaofan Shou spotted it within minutes and posted the download link on X. > 21 million people have seen the thread. > The entire codebase was downloaded, copied and mirrored across GitHub before Anthropic's team had even woken up. > Anthropic pulled the package and started firing DMCA takedowns at every repo hosting it. > That's when a Korean developer named Sigrid Jin woke up at 4AM to his phone blowing up. > He is the most active Claude Code user in the world with the Wall Street Journal reporting he personally used 25 billion tokens last year. > His girlfriend was worried he'd get sued just for having the code on his machine. > So he did what any engineer would do. > He rewrote the entire thing in Python from scratch before sunrise. > Called it claw-code and Pushed it to GitHub. > A Python rewrite is a new creative work. DMCA can't touch it. > The repo hit 30,000 stars faster than any repository in GitHub history. > He wasn't satisfied. He started rewriting it again in Rust. > It now has 49,000 stars and 56,000 forks. > Someone mirrored the original to a decentralised platform with one message, "will never be taken down." > The code is now permanent. Anthropic cannot get it back. Anthropic built a system called Undercover Mode specifically to stop Claude from leaking internal secrets. Then they leaked their own source code themselves. You cannot make this up.

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Casey Muratori
Casey Muratori@cmuratori·
Does any of it violate copyright? According to Anthropic itself, their devs do not write any code by hand. As far as I know, AI-generated code is not copyrightable under US law. So correct me if I'm wrong, but you should not be able to use the DMCA to take down this code, right?
Gergely Orosz@GergelyOrosz

This is either brilliant or scary: Anthropic accidentally leaked the TS source code of Claude Code (which is closed source). Repos sharing the source are taken down with DMCA. BUT this repo rewrote the code using Python, and so it violates no copyright & cannot be taken down!

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Casey Muratori
Casey Muratori@cmuratori·
Just for the record, superoptimizers that beat handwritten assembly are not new, and should not be considered an unexpected result. They are a very useful tool for finding optimal assembly on specific platforms. They have been in regular use by professionals for decades. My first experience with this kind of optimization was when Michael Sartain at RAD Game Tools wrote "Speedboy", an instruction order superoptimizer that was used to find the best instruction ordering for the rasterizer loops in Pixomatic (gamedeveloper.com/game-platforms…). I'm sure there were earlier examples of shipping code made by a superoptimizer, but that was the first one I saw in person. Separately, regarding the screenshot in the OP, "constraint-based" superoptimizers are nothing new either. At least as far back as 2013, I remember reading theory.stanford.edu/~aiken/publica… where they demonstrated a constraint-based Metropolis superoptimizer for producing superior code to GCC's optimizer.
FFmpeg@FFmpeg

Someone on the FFmpeg mailing list claims to have built a superoptimiser that beats hand written assembly. We'll find out soon enough

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Simon Sarris
Simon Sarris@simonsarris·
Maybe the biggest modern curse can be described as this: We have no appetite to destroy what is bad. Aesthetically, logistically, culturally, militarily, everything.
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
It’s time to design the real control prompt icons for Order of the Sinking Star. Many games have gravitated to this minimal monochrome style (like the Visual Studio icons etc) and I don’t much like this. Does anyone have favorite examples of games with good-looking prompts?
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ヒライスン
ヒライスン@hirai_sun_·
ウラオモテのあるテトリス、ウラオモテトリス (リプ欄からプレイ可能↓) #unity1week #ゲーム制作
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Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
Every now and then, comments like this appear under live coding sessions, and I don't know how to respond. My view on that matter is: - all highly skilled people I know are avoiding modern C++ - some use C, some use C++, but those who use C++, they take a tiny subset of features - like operator overloading, or destructors to have "cleanup" mechanics - none of those people use std::views, std::ranges, std::pair, or even std::unordered_map or std::vector. If they do, they know they make a concession, "I shouldn't do that, compile times and runtime will suffer, I'm doing this cause it's a prototype, not a *real* thing" What I conclude from these observations is: - modern C++ is more about fashion than any real gains - new, competing languages have features like "map, filter, reduce" or string slices and C++ committee generally wants to add features, not remove them - the implementation of these features in compilers (MSVC, Clang, gcc) is nasty, not because compiler engineers suck, quite contrary, but because those compilers need to care about decades of existing features, syntax expressions, and weird historical constructs - quick example, for everybody liking lambdas in other languages, will absolutely freak out trying to understand all the possibilities of capture monstrosity with const & reference & pointer and [=] and [*] and move semantics, and damn const reference to a smart pointer which will not update refcount, how far have we strayed from the path. So my stance is: - if I invite somebody who loves modern C++ we will talk about how cool things can be expressed, but it will come at the cost of build time and runtime. If you think this worldview lacks nuance, and should be explored more in depth - reach out or recommend a person who would be a good fit for such a discussion. We can make a live session geared towards exploring these topics, or organize a small debate (but avoiding drama, a civilized debate!)
Łukasz | Wookash Podcast tweet media
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Ed_@Ed__dev·
One of the reason big engines suck, is how much friction there is to setup such an env without icing the game thread or controlling it via the UI. For some reason people think its a good idea to have the input/UI systems coupled to the game/sim state in lock-step for dev builds. Also I've never experienced a big engine with a good dev UI for shoving state quickly to any panel and good design considerations for their game framework that users can to achieve the the ideal dev env without knowing how to wrangle it into one for low latency vis/control.
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Ed_@Ed__dev·
Have an imgui scratch panel any value or to a designated panel. Custom structs for recording more than just string info that can be browsed and show links to entries of logs to entities ingame. Ideally if the game logic is deterministic enough, have a way to save/restore state at that point for replay takes on the mechanics or sim state. Have a zoo or tour map with every single feature of the game in a highly dense area to quickly test, and teleport to anything. Store as much redundant state as you can in dev builds, make a trivial way to visualize any state you can with an imgui, make sure state machine of game is controllable centrally.
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Sherief, FYI
Sherief, FYI@SheriefFYI·
how do people debug game logic in ways other than using lots and lots of printf() logging and debug draw gizmos?
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
@anicic_filip @BOENSAW The idea of a generic tick function for entities is really not great to begin with, because in a complex game you end up caring a great deal about what order things happen in, then you need to go to great pain to impose this order. Instead, you can just say "do A, then B, ..."
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gingerBill
gingerBill@TheGingerBill·
Professional Programmers: Stop being cheap and starting paying for your tools. $99 for a Text Editor which you'll spend 7+ hours a day in—how is that even an issue? Same with loads of tools like Superluminal at €289. If you're a developer, you're making that back in days.
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Jebrim
Jebrim@AgileJebrim·
My personal experiences on why it’s not done: 1) Higherups don’t want to fund a serious effort. 2) Too much legacy content is dependent upon an interface that prevents significant optimizations without breaking everything. 3) Other incompetent engineers are producing slop faster than you can optimize what already exists.
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pikuma.com
pikuma.com@pikuma·
Turbo Pascal 3.02's EXE (39KB) was smaller than: • The minified version of jQuery 1.6 (88KB) • The Yahoo home page (215KB) • The zlib.h file in the NCBI C++ ToolKit (97KB) • The 'touch' binary on macOS Tahoe 26.3.1 (99KB) • The Wikipedia page for C++ (214KB)
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Ed_@Ed__dev·
@TimSweeneyEpic log off and rewrite your engine.
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Tim Sweeney
Tim Sweeney@TimSweeneyEpic·
In the coming days, employers will see a stream of resumes of once-in-a-lifetime quality folks. An important thing to understand is that Epic never lowered our hiring standards as we grew, and the layoff wasn't a performance-based "rightsizing" as companies call it nowadays. It's a sound bet that anyone with Epic Games on their resume is in the top few percent of their discipline.
Dean Takahashi@deantak

Sad news for Epic Games. Hope the efforts to turn things around can work. gamesbeat.com/epic-games-lay…

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