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You can make a Turing machine that contains self-destruct circuitry which destroys all moving parts upon halting. The resulting pattern will be a (pseudo) still life.

I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.


Ah yeah, I was mostly interested in lighting, but that's really interesting too.

Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...


Suggestion: add a preset for a configuration of the Painleve conjecture. https://en.wikipedia.org/wiki/Painlev%C3%A9_conjecture


How can I code my own attractor?


Pick one and implement it. Find the equations to the lorentz attractor and use those if you need a suggestion.


I think this website redirects back if the referer is ycombinator.


Same here. Good joke.


Me, too. Flagged.


TrickNvidiaDriversForPerformance_javaw.exe.minecraft.exe


Hey, that was the Intel driver! ;)



Helium hydride doesn't exist naturally because it will protonate anything it comes into contact with.


Yet here you are. Protonating everything, no doubt.



One language that uses CBPV is Forsp: https://news.ycombinator.com/item?id=40633003


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