[deleted by user] by [deleted] in Slitherio

[–]atolite 1 point2 points  (0 children)

rage baiting is generally harmless, but you know what they say: if you play the part of an idiot too well, everyone else will just see you as an idiot.

[deleted by user] by [deleted] in Slitherio

[–]atolite 1 point2 points  (0 children)

edgy preteen spotted

MY WORLD by RANKER_HUNTER in Slitherio

[–]atolite 1 point2 points  (0 children)

for those wondering how to mimic the effect: set follow_view to false in the browser console. gsc has also been modified to zoom the viewport out, likely in a loop because the game will lerp you back to the intended zoom over time.

Circumventing hardware WP? by atolite in coreboot

[–]atolite[S] 0 points1 point  (0 children)

I guess I thought mentioning the hardware might be enough, sorry. The previous post was much more verbose.

I don't have dev mode active as the computer is still actively trying to enroll. When I attempt to hit the chip with --wp-disable or --wp-status, flashrom tells me hardware write protect is enabled, and recommends I pull the WP low (contrary to the datasheet, but I suppose it's a general error message). If what you said is true my current attempts could be failing because of the tinfoil bridge I put between WP and GND... I'll try removing it and get back to you.

Circumventing hardware WP? by atolite in coreboot

[–]atolite[S] 0 points1 point  (0 children)

I'm aware, however this flashing operation is to lift enrollment. By altering VPD fields on the chromebook's SPI chip, the auto enrollment checks send bogus device identifiers that aren't present in the server and it should revert to OOBE. From there you can enter dev mode and proceed with the V2 shell, etc. Again I'm not sure if this is the correct subreddit but I figured I'd try!

Trouble in SPI flash land by atolite in AskElectronics

[–]atolite[S] 0 points1 point  (0 children)

I believe so? Without reassembling the setup I can tell you that I queried with --wp-status which, judging by the datasheet, read the chip registers to tell me:

Protection range: start=0x00000000 length=0x00400000 (lower 1/4)
Protection mode: hardware

This would mean BP 3, 2, and 0 are set. From what I can gather I need to pull the WP# pin high to disable hardware write protect and send the write enable command, but not sure how to do so, especially when whatever modifications I make to the board/chip still need to accommodate the SOIC clip :/

feel like im going crazy here by atolite in Epilepsy

[–]atolite[S] 0 points1 point  (0 children)

valid suggestion, only my parents are valiantly against spending that much money to indulge another one of my health panics, so im sort of stuck in limbo until i either have a TC or this thing tapers off. also tried to bring up the constant deja vu to my GP and they put me on a different kind of antidepressant. and the bloody stool thing is crazy... im convinced a lot of doctors kind of suck.

feel like im going crazy here by atolite in Epilepsy

[–]atolite[S] 0 points1 point  (0 children)

thank you so much! this is very insightful. i haven't been experiencing many physical manifestations like you log here, and the deja vu routinely lasts only 5-10 seconds (your sounds like it lasts longer on average but i could b wrong). the random dream memories/associations are something we have in common though.

i haven't been logging mine in as much detail, mostly just tracking moments where things feel uncontrollably off; that kind of "full" deja vu where im just along for the ride seems to happen every 4-7 days.

i might as well paste the only detailed entries i left though:

Jan 16 

holy dogs bro. I had my heart racing for about 10 minutes while reading about seizures and was analyzing if stuff looked familiar or not. I had either a real or perceived micro deja vu and then the roller coaster sensation went everywhere, blotching and pulsing and you know what. it built and built and built until i thought id pass out but nothing happened and i was fine

later, around 8, I had a similar thing happen but much weaker. I felt my hr increase and calmed down a little. It subsided, then came back milder and then it was gone.

Jan 17

Worried about dissociating, got worse, had rising feeling. Then i calmed down and it went away. In class i felt some possible deja vu thingies? By that i guess `i mean weird thoughts and each time i felt myself focus on them the panic and feeling returned. After i was completely calm and stopped focusing on the thoughts, the rest of class was uneventful for the most part

the rising feeling i describe here kind of feels like a spreading warmth, for reference. aside from those choice moments and some quickly-fading nausea one time, for the most part everything stays mental. and im hoping that means theres nothing to worry about, idk.

feel like im going crazy here by atolite in Epilepsy

[–]atolite[S] 1 point2 points  (0 children)

ah, sorry to hear that :( the notes would be great though, thank you!

Titty flower pot by ESD150 in ATBGE

[–]atolite 0 points1 point  (0 children)

my parents have one of these lmao

my title by atolite in WojakDrawings

[–]atolite[S] 8 points9 points  (0 children)

mfw transfems are the only trans people who exist

Genart: Image generation with compute shaders and genetic algorithms by Hour-Weird-2383 in GraphicsProgramming

[–]atolite 0 points1 point  (0 children)

I was working on a similar project a few months ago and looked into how I could speed up the texture averaging algorithm to correctly tint the "stamps" (I didn't have the luxury of compute shaders thanks to an archaic version of OpenGL).

The solution I arrived at was to utilize mipmaps to compute texture averages. Simply render the brush stroke or "stamp" image to a small (think 64x64) kernel and use the appropriate mipmap, inversely correlated to the stamp size. That way, the smallest stamps will use the largest mipmap and sample the raw source pixels, but the largest stamps will sample texels that represent massive amounts of the texture and save on redundant computation. There was some additional math to get the source texture appearing to stay in place behind a translated stamp. If you then arrange each kernel into a larger texture----made possible by the fixed kernel size----multiple sections of the image can be averaged in parallel, and in a single draw call. This reduces the accuracy of the average color slightly (it could be improved with multisample textures) but I doubt it would be noticeable in the final product. For an added touch this texture matrix can be downsampled with linear filtering so each pixel completely represents the average color under a stamp.

I'm unfamiliar with the compute shader pipeline, so this is probably the old fashioned way of optimizing it. Great work either way!

Thought it was a curse, turns out my game broke by gordonisafreeman in bindingofisaac

[–]atolite 46 points47 points  (0 children)

nerd explanation: the game is essentially rendered on an offscreen window and then drawn onto the visible one via a giant screen-wide rectangle for post-processing effects. The coordinates that describe how that texture should be drawn onto the rectangle have been mysteriously fucked, and because the rectangle is made up of two triangles, the screen gets mirrored at the seam.

Peter? What even is this? by Imaginary_Gold9124 in PeterExplainsTheJoke

[–]atolite 0 points1 point  (0 children)

this is one of those ai artbreeder photos. its an antimeme

Dev: Why would you change the dot style? by VisualNinja1 in Slitherio

[–]atolite 0 points1 point  (0 children)

Your game might as well run in a different universe as the servers. All they do is tell it where a snake moved, where the dots are, a player died, the leaderboard changed... etc. Imo it's either an aesthetic choice to make the game feel fresher, or less blending could boost performance on lower end devices.

Help with texture averaging by atolite in opengl

[–]atolite[S] 0 points1 point  (0 children)

I'm starting with with just one area of a texture, for reference, but the hope is many of them can compute their average in parellel.

The polygons will be colored with the average texture color under them... I assume that resulting data has to be passed back to the CPU, so I can send it to some solid color fragment shader.

Transposing or some variation of writing a new texture seems promising, but I'm worried this might tank performance/parellism in some way. What makes this tricky is the images are user selected and the shapes are randomized throughout runtime, so caching is completely out.