"Listen, regardless of which Byzantine fault tolerance protocol you pick, Twitter will still have fewer
than two nines of availability. As it turns out, Ted the Poorly
Paid Datacenter Operator will not send 15 cryptographically
signed messages before he accidentally spills coffee on the air
conditioning unit."
You can tell times have changed because nobody has tape backups these days, just a hope and a prayer that the copy of their data to a different cloud provider will still be good when The Great Oops takes out everything. Unfortunately, everything has a dependency on us-east-1, except that us-east-1 has a critical dependency on the dns servers of a small regional ISP probably somewhere in the southeast US.
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...
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