Without any concrete description of the AI techniques used, one can't help but wonder if they have labeled something like nonlinear model-predictive control as "AI".
This is a great comment. As someone who is familiar with R^3 geometry but not projection or clipping, I feel like I could almost implement it from your comment alone.
Can you explain more about clipping before/after the divide by w operation? Is this about avoiding coordinates with w = 0? Otherwise all the geometric ideas seem to make sense in both the world/view-space frustum and the ±1 box.
This is a great comment. As someone who could fill in your TODO subroutines but never studied clipping, I think I could implement the algo from this comment alone.
Do the lerp operations need to take w into account at all?
I'm not a synth designer or analog IC engineer, but from my limited knowledge:
Most polyphonic synths use individual chips for the main building blocks such as voltage-controlled oscillators, filters, and amplifiers, such as https://www.cabintechglobal.com/as3350-smt. Those are simple analog circuits, but the specific designs that work for synths are not really useful for anything else, so they are a boutique and expensive (relative to complexity) chip. Using those: N chips per voice x 49 keys x 3 voices per key = 147*N expensive chips.
There are also some "whole synth on a chip" available like https://www.cabintechglobal.com/as3394-smt at ~$10 each. So best case is ~$1.5k in chips alone for the core of this synth. Some other support circuits are still needed. Then $$$ for big PCBs and a big, noise-free linear power supply.
But even if we could drive the electronics costs down, that doesn't affect the per-unit cost of front panel controls, keybed, or the wood cabinet. Nor the per-unit cost of manufacturing labor, packaging, logistics. Nor the per-project cost of R&D and manufacturing tooling. All of these scale with size and complexity.
So it's no different from other specialized goods - the price gap relative to the "good enough" baseline will always be more than the performance gap suggests because the specialized version inherently sells fewer #units and cannot activate the same economies of scale.
Great point. I've taken so many grey-blob photos of forests.
Any course on landscape photography will teach that landscapes should (usually) have a foreground, middle ground, and background. It seems kind of too obvious and too restrictive at the same time. But most of the time when I take a landscape photo and feel dissatisfied, it either breaks this rule or has very bad lighting.
Probably some of both, but 11k is extremely reasonable for this. If I understand correctly, it has 3x complete subtractive synths per key (not just 3 oscillators into 1 filter) x 49 keys. A typical analog polyphonic synth has maybe 8 voices.
The comparison is more like bulldozer vs. car than BMW vs. Toyota - entirely new capabilities are unlocked
Seaborn is already a nice high level semantic plotting interface. I suppose it doesn't target HTML output in a web app, but its main API is very declarative, one big function call with detailed kwargs. A port to JS seems possible
There was a spirited debate about Quake III Arena versus Unreal Tournament. Both were praised, but UT had more creativity in game modes (Assault, Domination) and weapons, better bot AI, and more polished sound/art assets. Reading the Gamespot reviews (below) is fun.
Each had standout maps that made you want to own both, such as Q3A's Longest Yard and UT's Facing Worlds. I ended up playing more hours of UT because I had slow internet and its bots were better.
Point being: Q3A was great, but in 1999 it became clear that id Software had lost their head start over other FPS developers. They were still elite, but in the early-mid 90s they were alone at the top.
I have a conspiracy theory that these unnecessary projects to replace intersections with roundabouts in small/midsize towns are driven by kickbacks from the contractor to the city council.
Not relative to its available resources. For example, there's still no option to penalize intersections. I'm still getting absurd side-street routes and unprotected lefts/crossings to save 1 minute on a 20-minute trip.
For me, it's hard to imagine him giving up the printed newspaper strip's connection to the physical world. Calvin and Hobbes is filled with references to the basic elements of physical reality: dirt, rocks, water, snow, speed, collisions, temperature, light, sound. Webcomics exist in a world of pure information.