IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded.
IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded. So, the sprites can still move around dynamically. What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. The Allegro game framework had a compiled sprite jitter as a feature early on. So, that would be existence proof of them being used in games :) http://alleg.sourceforge.net/stabledocs/en/alleg016.html
Posted by corysama on Apr 8, 2015, 7:19 AM
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The biggest problem with having an LLM do this, from what I've observed of at least frontier models, is that the way they are trained...
The biggest problem with MOND is that it was hand-crafted with additional parameters simply to fit the data.
(My comment is about detached houses).
The biggest problem with this is that I can't run my company's own internal benchmarks against this API, because they will be trained int...
> steer Claude away from over-engineering parts of the system in response to hypothetical concerns.
Why is there no comparison with FLUX 3 Image?
> our Git monorepo was developing an annoying problem Sentences like this are so common from people using monorepos that I am convinced ...
Why is there no contact form?
IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded.
IIRC, because of relative-address store instructions, the destination address does not have to be hard-coded. So, the sprites can still move around dynamically. What's harder is clipping against the sides of the screen. With no branching, there's no way to prevent the sprite from writing past the end of a line/screen (wrapping/mem-stomping). So, there does need to be a test per sprite to detect that case and fall back on a more complicated blitter. The Allegro game framework had a compiled sprite jitter as a feature early on. So, that would be existence proof of them being used in games :) http://alleg.sourceforge.net/stabledocs/en/alleg016.html
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