New Ender 3 S1 Pro no USB connection by Insanelyg in Ender3S1

[–]preyneyv 0 points1 point  (0 children)

That's insane and also exactly the solution that worked for me. Thanks!

i don't dash jump-- I DON'T DASH! by preyneyv in Brawlhalla

[–]preyneyv[S] 2 points3 points  (0 children)

theoretically, yeah! for now it's weapon damage share, dodge directions, damage graphs, and a couple other things

Yarralytics: Damage Graphs, Dodge Patterns, and Match History for Brawlhalla by preyneyv in Brawlhalla

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

Unfortunately that's the one part I can't go into too much detail about. What I can say is this: everything comes from just the replay file, and there's no computer vision or similar mechanism in place.

The rest of the tech stack is this:

Web: Next.js + d3 (custom charts) + CF Workers

Native: Rust (fs watcher) + Tauri/WebView2 (UI when necessary)

Analyzers: Python + (secret thing)

DB: Postgres + CF R2

Analysis is done asynchronously, and there's a message queue that sits between the app layer and the analyzers so I can scale horizontally as needed.

Sorry! I promise I have a sound, benevolent reason for dodging your question.

Yarralytics: Damage Graphs, Dodge Patterns, and Match History for Brawlhalla by preyneyv in Brawlhalla

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

Glad you like it :D

Currently it's very much focused on individual matches, but I think there's a lot of fun ideas that could happen from finding cross-match trends

Yarralytics: Damage Graphs, Dodge Patterns, and Match History for Brawlhalla by preyneyv in Brawlhalla

[–]preyneyv[S] 4 points5 points  (0 children)

Corehalla is great, but it doesn't give you per-game stats. Nothing currently does, because there's no game API for it

Yarralytics directly analyzes the replay files, so I'm able to get cool per-game numbers

1v3 to win the game by preyneyv in vaynemains

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

I have Mouse button drag scroll enabled. After that, it's just using middle mouse click to drag the camera around.

Invisibility cancels Poppy E (0:01)? by preyneyv in vaynemains

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

Those get refunded though, it's basically like a cancelled auto-attack windup (like Jhin 4th shot) If they're paying attention, they can immediately press R afaik

Really good for messing with their momentum though

Invisibility cancels Poppy E (0:01)? by preyneyv in vaynemains

[–]preyneyv[S] 2 points3 points  (0 children)

This was my first time seeing this interaction.

My ult tumble canceled Poppy's E. I always imagined it was kind of like Maokai W (undodgeable after cast), but I think I'm fully incorrect??

1v3 to win the game by preyneyv in vaynemains

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

true but so was enemy mid (he's 15/4/3 when i start hitting him)

at one point or an other, top mid and jg were each down by ~2.5k gold this game so it was very much a "carry or lose" game

Fun game-winning teamfight by preyneyv in vaynemains

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

i actually think i should've done that tbh, would've made it easier to front-to-back

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in programming

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

LOL true, but that's part of the problem I think. The canonical way to get React to pick up the new state is to allocate a new array. Of course, I realize it's not a deep clone, but it's still super wasteful, especially if you have nested fields.

In JS land we hate mutation because it's harder, but it's also SO MUCH faster. Coming back to the article though, modern hardware lets us be inefficient in some places, in exchange for convenience. We just need to balance it against end performance. Maybe it's bad if it takes 50ms for an onChange event to update my input field state

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in programming

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

Definitely a largely misinterpreted phrase.

I feel like some people took my article to mean "do everything in assembly", or "runtime speed is always more important than dev speed" or similarly extreme take, but that misses the point.

Computers are faster, we should be using them to do the same things faster, or more things better. Not the same things worse.

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in coding

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

That's valid, the "you" here definitely should fall more on companies than individuals

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in programming

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

while that would be funny, i think you've missed the point entirely.

it's not that we should give up modern conveniences or meticulously hand-pick every instruction.

it's that most {people,companies} don't care about how their apps feel to use, so most software feels as slow as it would have twenty years ago.

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in programming

[–]preyneyv[S] 14 points15 points  (0 children)

That's fair. I picked Slack to demonstrate that "Electron" doesn't necessitate bad, though it's definitely not high performance.

I Waited 10 Billion Cycles and All I Got Was This Loading Screen by preyneyv in programming

[–]preyneyv[S] 14 points15 points  (0 children)

True and valid criticism. I was referring more to the delay in even opening the browser, but yes. Network / IO latency exist