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  • What We Learned from a Year of Building with LLMs (Part I)

    Join the O'Reilly online learning platform. Get a free trial today and find answers on the fly, or master something new and useful. Learn more It’s an exciting time to build with large language models (LLMs). Over the past year, LLMs have become “good enough” for real-world applications. The pace of improvements in LLMs, coupled with a parade of demos on social media, will fuel an estimated $200B

      What We Learned from a Year of Building with LLMs (Part I)
    • Essays on programming I think about a lot

      Every so often I read an essay that I end up thinking about, and citing in conversation, over and over again. Here’s my index of all the ones of those I can remember! I’ll try to keep it up to date as I think of more. There's a lot in here! If you'd like, I can email you one essay per week, so you have more time to digest each one: Nelson Elhage, Computers can be understood. The attitude embodied

      • MicroMac, a Macintosh for under £5

        A microcontroller Macintosh This all started from a conversation about the RP2040 MCU, and building a simple desktop/GUI for it. I’d made a comment along the lines of “or, just run some old OS”, and it got me thinking about the original Macintosh. The original Macintosh was released 40.5 years before this post, and is a pretty cool machine especially considering that the hardware is very simple. I

        • What do I think about Lua after shipping a project with 60,000 lines of code?

          Hi there! This is Oleg from Luden.io. We decided to have a deep and meaningful conversation about Lua programming language with Ivan Trusov, lead programmer of the video game Craftomation 101. It contains ~60,000 lines of Lua code and is made with Defold game engine. I asked Ivan to talk about the real issues and show real code, not the “hypothetical code, carefully prepared for the public to illu

            What do I think about Lua after shipping a project with 60,000 lines of code?
          • Codestral: Hello, World!

            Codestral: Hello, World!Empowering developers and democratising coding with Mistral AI. We introduce Codestral, our first-ever code model. Codestral is an open-weight generative AI model explicitly designed for code generation tasks. It helps developers write and interact with code through a shared instruction and completion API endpoint. As it masters code and English, it can be used to design ad

            • So You Want To Build A Browser Engine

              Eyes Above The Waves Robert O'Callahan. Christian. Repatriate Kiwi. Hacker. Archive 2024 June So You Want To Build A Browser Engine Real-Time Settlers Of Catan April Auckland Waterfront Half Marathon 2024 Whanganui River Journey 2024 2023 December Rees-Dart Track 2023 Caples/Routeburn Track 2023 Abel Tasman Kayaking November Mount Pirongia 2023 Blog Migrated April Why I Signed The "Pause" Letter A

              • Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’

                At GDC 2024, developers of The Legend of Zelda: Tears of the Kingdom discuss structuring an expanded Hyrule around physics-based gameplay and evolved sound design! Join the game’s Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada as they explore challenges their teams faced when approaching this sequel. GDC returns to San Francisco

                  Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’
                • How I learned Vulkan and wrote a small game engine with it

                  Comments (GitHub discussion) Comments (Hacker News) tl;dr: I learned some Vulkan and made a game engine with two small game demos in 3 months. The code for the engine and the games can be found here: https://github.com/eliasdaler/edbr This article documents my experience of learning Vulkan and writing a small game/engine with it. It took me around 3 months to do it without any previous knowledge o

                  • Cirkoban: Sokoban meets cellular automata written in Scheme -- Spritely Institute

                    Last week, we released a small puzzle game called Cirkoban. Cirkoban is the very first publicly accessible application developed by Spritely that features the Goblins distributed programming library running in web browsers. We bet big on Hoot, our Scheme-to-WebAssembly compiler, a little over a year ago in order to bring Goblins to the web. That bet is starting to pay off! In this post, we’ll talk

                      Cirkoban: Sokoban meets cellular automata written in Scheme -- Spritely Institute
                    • Writing a Unix clone in about a month

                      I needed a bit of a break from “real work” recently, so I started a new programming project that was low-stakes and purely recreational. On April 21st, I set out to see how much of a Unix-like operating system for x86_64 targets that I could put together in about a month. The result is Bunnix. Not including days I didn’t work on Bunnix for one reason or another, I spent 27 days on this project. He

                      • Ramp and the AI Opportunity

                        Welcome to the 93 newly Not Boring people who have joined us since Thursday! If you haven’t subscribed, join 226,688 smart, curious folks by subscribing here: Subscribe now Hi friends 👋, Happy Tuesday and welcome back to our fourth Not Boring Deep Dive on Ramp. Ramp is one of the fastest-growing, best-run startups in the world. It’s also just one of my favorites. I met Ramp CEO Eric Glyman the fi

                          Ramp and the AI Opportunity
                        • Moving Beyond Type Systems | Vhyrro's Digital Garden

                          Introduction This post is the first of a series called “pondering about what we could do better in the programming world because I have time to waste”. In this post I would like to introduce the idea of a static effect system and how it could be beneficial to programming languages moving forward. Math has a tendency to reward you when you respect its symmetries. Grant Sanderson (3blue1brown) I’d l

                            Moving Beyond Type Systems | Vhyrro's Digital Garden
                          • Rust is for the Engine, Not the Game - Barrett's Club

                            Last updated on June 6, 2024. Rust is for the Engine, Not the Game Macros are cool! But, if we're going to create another language anyways... LogLog Games recently posted Leaving Rust gamedev after 3 years, a must-read article for folks who're doing game development in Rust. It focuses on a small indie developer organization and their experiences with Rust development. If you haven't given it a re

                              Rust is for the Engine, Not the Game - Barrett's Club
                            • Making my first embedded Linux system

                              Follow @popovicu94 This post is the documentation of my journey to building my first Linux system. I started with no PCB experience whatsoever and I am here to document the journey to my Linux-ready PCB. The initial part of this text may seem somewhat off-topic, but I promise there is cohesion to all these sections, so please patiently read through the whole text. Table of contents Open Table of c

                                Making my first embedded Linux system
                              • Let's write a video game from scratch like it's 1987

                                Published on 2024-06-20. Let’s write a video game from scratch like it’s 1987 This article has been discussed on Hacker News and Reddit In a previous article I’ve done the ‘Hello, world!’ of GUIs in assembly: A black window with a white text, using X11 without any libraries, just talking directly over a socket. In a later article I’ve done the same with Wayland in C, displaying a static image. I s

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