There's also the other kind of AI haters who do not give any anti-bot indicators about their tarpits (no robots.txt entry, no "nofollow", etc), and want to intentionally feed them poisoned data.
I'm not obligated to design my websites with AI bots (or search engine bots) in mind. If I want to publish mountains of Markhov generated data on my own servers that's my right. There's no rule that I need to use robots.txt, I didn't ask your shitty bot to crawl my site.
Is this actually 1.58 bits? (Log base 2 of 3) I heard of another "1.58 bit" model that actually used 2 bits instead. "1.6 bit" is easy enough, you can pack five 3-state values into a byte by using values 0-242. Then unpacking is easy, you divide and modulo by 3 up to five times (or use a lookup table).
I remember watching the XBOX talk. The one thing that really stood out was how the Flash ROM happened to contain a previous version of the hidden ROM sitting right there. While it didn't exactly match the release version, it still provided a whole lot of information on how the boot sequence worked.
The CPU choice was changed last minute from AMD to Intel. Andy Grove and Bill Gates had a last minute phone call. The demo on the stage was still using AMD.
How last minute was this? This wasn't exactly socket 7 Days anymore, so I guess you still needed to change quite a bit of "stuff" to make this work, for example the Nvidia chip as it was the south bridge iirc.
Did any of these amd prototypes ever pop up on ebay? Would be another cool project 20 years later to try and get them to run...
The engineering teams were probably running both programs in parallel. I've had this happen to me several times. Sometimes, project B is just leverage [1] so that a better deal can be negotiated, so you half-ass project B, and that's fine and just business. But sometimes it's not, and that situation sucks.
[1] Factory resources are scarce, so it's obvious to the engineering team how serious management is about things. Word spreads.
"Seamus Blackley apologized on Twitter to the AMD engineers who worked with Microsoft to create the prototype Xbox consoles that the company used in the lead-up to the OG Xbox's release in November 2001. To AMD CEO Lisa Su, Blackley said, "I beg mercy."
"I was standing there on the stage for the announcement, with [Bill Gates], and there they were right there, front row, looking so sad," he said of AMD engineers in the room. "I'll never forget it. They had helped so much with the prototypes. Prototypes that were literally running the launch announcement demos ON AMD HARDWARE."
One example of a "Project B" happening was between Nintendo and Citizen during the time of the Game Boy. Citizen had a color LCD screen available, and there was progress on designing a handheld game console to use that screen. But it turned out to be a Project B to negotiate with Sharp and use their black and white LCD instead. Then Citizen proceeded to work with Sega instead with the Game Gear.
Given that this was circa 2000, could have had provisions for 2 more prototypes for Transmeta and VIA. I doubt they would have gotten far or even start given that they likely wouldn't have very competitive options, but it's fun to think about.
If I remember right the original xbox cpu (intel) was a derivative of the 733 MHz Pentium 3, which came in a 'socket 370' package for assembly on regular x86 motherboards. It's several generations beyond the socket 7. The xbox cpu to me looks similar to the soldered onboard pentium 3 mobile interface used in laptop manufacturing at the same time, no socket, just BGA soldered onto the board.
google "pentium 3 coppermine" for some more info on the series of CPUs...
I thought nvidia did the northbridge as well since it had the igp? Given they were able to use the tech for nForce I'm guessing they did both at about the same time
Well I just thought of something obvious... Have a function that lets you pass in an ArrayBuffer, then it brings it into the virtual address space of the WASM program. Function would return the virtual address that was assigned to that array buffer. From there, you call into WASM again with that pointer, and the program can take action.
Then there would be another function to relinquish ownership of the ArrayBuffer.
There is, but then you'd need to declare the entire WASM heap as a single SharedArrayBuffer. It only makes sense for shared-memory multithreading (but not that support for SharedArrayBuffer only works in 'cross-origin isolated' contexts).
Yes they are! They copy the actual object dimensions, more or less.
In the original, hitboxes were of tile size (16x16). It made the game much harder to play, especially nowadays when even knowing this fact, it felt very unfair or deceiving at times. There are many quirks that were happening in the background because of it and it was fun remaking that.
Although, this change is one of those that are meant to refresh it and bring closer to today's standards.
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