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We will see the day your toothbrush has more compute than the original IBM PC.

Pretty sure we have, e.g. [0], "TI's MSPM0Cx MCUs featuring Arm® Cortex®-M0+ core with 24 MHz CPU, 32-bit structure, 4 to 16 KB Flash provide cost-effective designs for electric toothbrush and shaver applications." - compared to the 5150[1], it's 4x the bus width, 5x the CPU clock, albeit with fewer RAMs.

[0] https://www.ti.com/lit/ab/slaaeg0/slaaeg0.pdf

[1] https://en.wikipedia.org/wiki/IBM_Personal_Computer


That insane new Dyson toothbrush definitely. It has on-device AI analyzing 28 fps video from its camera.

https://www.youtube.com/watch?v=tF2piG0N5gg



Maybe that is the reason the initial Hubble did not have focus on infinity? Ok, very speculative, but the link comes to mind immediately.


So, what profiling support is available to find the critical parts of your GDscript or C# code. Before needlessly jumping into c++ hassle for performance reasons? Tfa addresses functional reasons, which is ok.


For C# there’s basically nothing in engine, so you’d use Rider or Superluminal. Which is fine, Godot can have a bit too much nih imo


I don't follow it that much, but I think there are no plans to improve GDscript performance other than maybe the interpreter itself, nothing with JIT or AOT in mind.

Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.


It's too bad .NET AOT wouldn't support consoles. They use x86 and ARM processors that it already supports.


It's not up to .NET AOT, it's up to Xbox and Sony.

.NET can generate the code, but your game won't pass certification if it runs machine code generated by something other than the officially provided C/C++ tool chain.


I know. That's why it's too bad! It would probably (almost) just work if only it used the console's toolchain, which requires signing NDAs to even look at.


Devil May Cry on PlayStation 5 uses .NET, as do many other games from Capcom.

They have their own in-house fork of modern .NET, integrated into RE:Engine.


There is more to it than just a CPU ISA.


Coming from Instruments (Apple) and Chrome Dev Tools, I found the Godot profiler to be hilariously hard to get useful results out of because of its simplistic presentation of information that you can't drill down into.


100km is the height where meteoroids ablate. You must mean 100k miles and even there the largest meteors start to become visible.

Indeed at the bottom tfb quotes heights of 190-250km for model calculations.


No, they are just grumpy.


I assume some of the solutions are stable against small perturbations, while others are not. That would be interesting to see.


If you go to the individual solutions, the text description tells you if it's stable. There's also a slider that allows you to perturb the orbit so you can see for yourself when you perturb it.


I think that's what "STABLE ONLY" clickable text filters by.


Could it be the reboot thing is legacy code from Windows 1.0? Wait, then Gates himself was at th wheel.


It feels unnatural that a white bishop can move to black squares.


See https://www.quantamagazine.org/theory-of-fluids-enters-the-2... if you want to know what the Navier Stokes equations are about.


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