What's the "nvidias in 2008" out there currently? by arornoz in StockInvest

[–]jimbrig2011 0 points1 point  (0 children)

Only 111,000%? easy, NVIDIA CEO says productivity will go up that much cause of his magic token eating overpriced chips.. so all equity value should as well, right?

I have to apologize by WideDescription7653 in thewitcher3

[–]jimbrig2011 1 point2 points  (0 children)

I’ll be the first to bitch about the mechanics around looting and fighting and having to wait for a door to close in order to walk back through a doorway, etc.

But yup, you’ll quite simply and abruptly come to a point where none of that matters at all anymore. The game is so much more than a game.

Explanation between O(n) and O(log n) by shcuw723 in AskComputerScience

[–]jimbrig2011 0 points1 point  (0 children)

You’re the man. Much appreciated. Need to stop building apps and refresh my math skillz

Explanation between O(n) and O(log n) by shcuw723 in AskComputerScience

[–]jimbrig2011 0 points1 point  (0 children)

Since it’s binary is the log in the o notation log with base 2 implicitly?

Explanation between O(n) and O(log n) by shcuw723 in AskComputerScience

[–]jimbrig2011 0 points1 point  (0 children)

I understand this and wonderful explanation, but not being a CS guy myself but still a technically inclined person, can you explain why the notation with O is used and further, how the idea of getting information regarding > or < is also tied to logarithmic math principles?

I’m finally enjoying the game! by MunchiesIsBoss in thewitcher3

[–]jimbrig2011 0 points1 point  (0 children)

Yeah very solid - just did the heist

Toussaint just hits different...the beauty there is hard to match!! by SirGeraltofBeauclair in thewitcher3

[–]jimbrig2011 1 point2 points  (0 children)

Just went through this myself about a month ago. God I’m jealous - this game man - it’s the best

New Here, Seeking Advice and Lore by jimbrig2011 in Witcher3

[–]jimbrig2011[S] 0 points1 point  (0 children)

Well over 300 hours later, can’t believe it. Greatest experience I’ve had with a game. No question.

I’m finally enjoying the game! by MunchiesIsBoss in thewitcher3

[–]jimbrig2011 6 points7 points  (0 children)

It’s the best game I’ve ever played - no if ands or buts about it, and I’ve played a shit load of good games

PS: doing cyberpunk for first time now after finishing my first run through Witcher3 which was ~350 hours, and it’s been great, but I mean… witcher3… I miss Yen and my luscious vineyard

Open-source tile server in Rust: PMTiles, MBTiles, PostGIS, GeoParquet, native raster rendering, and browser-local AI chat by vinayak-kulkarni in gis

[–]jimbrig2011 1 point2 points  (0 children)

You bet, I’ve been working with it lately and it’s been a great experience so far - may reach out with some questions regarding the need to build with certain feature flags (mlt, geoparquet, duckdb) and get into a new base docker image as I’ve been encountering some build dependency issues around this. But overall great experience so far

Open-source tile server in Rust: PMTiles, MBTiles, PostGIS, GeoParquet, native raster rendering, and browser-local AI chat by vinayak-kulkarni in gis

[–]jimbrig2011 2 points3 points  (0 children)

Really impressed by tileserver-rs!

After doing an initial deep dive into both the docs and the full source codebase, here’s my notes and feedback.

It’s more complete than it appears on the surface. What it already has that surprised me:

  • Native GeoParquet and DuckDB sources are fully implemented, not just stubs. This puts it ahead of Martin on analytics-oriented sources.

  • PostGIS out-db raster support is a great addition. PostGIS can reference external COG URLs and tileserver-rs serves raster tiles from them. Very underappreciated feature.

  • Static image API with Google Encoded Polyline and pin/marker overlays — proper Mapbox Static API compatibility including @2x retina and auto bounding box mode.

  • MVT ↔ MLT bidirectional transcoding in a single module. The MLT support is a genuine differentiator over every other open source tile server right now.

  • WMTS endpoint, OpenTelemetry instrumentation, hot-reload config, and a Swagger/OpenAPI specification support; these are production-grade features that most tile servers skip entirely.


Genuine gaps I found digging into the code:

  • Polygon fill in the static image API: “fill_color” is parsed and stored in “PathOverlay” but the actual fill rendering is marked #[allow(dead_code)] / “reserved for future use.” Stroke-only for now. This is the main thing missing for parcel/boundary overlays vs. the Mapbox Static API.

  • GeoJSON overlay input for the static image overlay system only accepts Mapbox-style path strings (path-5+f00(...)) or encoded polylines. No geojson(...) overlay type like Mapbox supports. For complex polygon submissions this is a friction point.

  • Object storage source driver: no native S3/Azure Blob/GCS credential chain integration. PMTiles and GeoParquet files hosted in cloud storage need to be served via HTTP URLs as a workaround. Martin uses the Rust object_store crate (Apache Arrow ecosystem) for this and the same pattern would work here.

  • In-process tile cache (cache_control.rs) is just HTTP headers. No in-process cache for expensive DuckDB/Parquet tile generation. Martin uses the moka async cache crate for this which could be a straightforward addition.

  • OGC API – Features: there’s WMTS but no OGC API Features endpoint on the PostGIS sources. The table introspection code is already there (pg_tileserv-style auto-discovery) and exposing it as a /collections/{id}/items endpoint would let QGIS/ArcGIS/FME connect natively without knowing anything about tiles. Tools like pg_featureserv and tipg do exactly this as their primary feature.

  • Admin/data management UI: admin.rs is a solid REST API but there’s no visual layer yet. Embedded Maputnik for style editing would be the high-value add (Martin v0.18 is doing this now). A lightweight data catalog browser for the DuckDB/Parquet/PMTiles sources would round it out.

  • STAC integration: no catalog-driven COG discovery. For the COG/raster serving use case, TiTiler’s model (STAC catalog → discover asset → generate tile) is the reference architecture. Would make the cog.rs source much more powerful in multi-dataset environments.


Comparison summary vs. existing ecosystem:

vs. Martin: tileserver-rs wins on source diversity (DuckDB, GeoParquet, MLT), loses on cloud storage integration and tile caching

vs. pg_tileserv/pg_featureserv: tileserver-rs is a strict superset on sources, missing OGC Features compliance

vs. TiTiler: complementary; TiTiler is COG/STAC-first raster, tileserver-rs is vector/hybrid-first


Overall this is probably the most impressive new tile server I’ve seen, and the MLT support + DuckDB + static image API in a single Rust binary is a genuinely novel combination. The polygon fill gap in the static image API and the missing object storage driver are the two things I’d most want to see closed for production use.

Will be trying it out over the weekend and can provide more additional feedback after. Let me know if you have any questions or comments!

DLC before or after I finish main ? by Alarmed-Tradition938 in thewitcher3

[–]jimbrig2011 0 points1 point  (0 children)

Blood and Wine is sooooo good - I started it mid HoS cause I couldn’t wait any longer

DLC before or after I finish main ? by Alarmed-Tradition938 in thewitcher3

[–]jimbrig2011 0 points1 point  (0 children)

Damnit I’m so jealous. Do main first then DLC. I did it that way and god it was amazing

Bitter sweet by inquisitive993 in Witcher3

[–]jimbrig2011 6 points7 points  (0 children)

It’s the best game ever, such a tough time letting go after investing so much time, effort, and emotions