Hacker Newsnew | past | comments | ask | show | jobs | submit | memoryhole's commentslogin

We have, and we open sourced it :)

https://www.spinnaker.io/

Here is a blog post (2010) describing the decision to move out of our own data centers:

https://medium.com/netflix-techblog/four-reasons-we-choose-a...


Several years ago, the company I worked for hired an awesome C++ dev we found from a listing I posted to "Who's Hiring". It definitely works. He was one of the most resourceful and talented developers we had.


I believe that is the point. Choose the right serialization strategy to fit the job. Most projects default to JSON regardless of how suitable. At some scale that should be revisited since the human-readable / performance trade-off equation can change.


We plan on releasing a technical post later this week with the details. In the meantime, if you are curious about the platform checkout the forums and wiki at http://nesdev.com


This is exactly what we did. The video frames were converted to tilesets and stored in the rom image. For playback, the memory mapper (MMC3) is used to swap between the frames without having to rely on too much CPU. Luckily Guy figured out the MMC3, otherwise we'd have only had enough space for a few frames.

Correct as well about the colors. It would have been nice to better utilize them, but we didn't have enough time to do that properly.


great hack btw! I'm sure you had limited time to waste!


Thanks! Alex had been studying getting better compression by repacking the tiles based on a scheme I still haven't quite figured out, but we were getting CPU --> PPU bound in what we could do during vblank. The MMC3 solution let us basically dma our way around the problems and push a much larger screen update far more often. The original version ripped through playback so fast that we had to slow it down to get a decent number of frames into the available 32 CHR ROM banks (it's a mapper 4 NES rom).

The homebrew community was a fantastic resource! Shoutouts to nesdev, Shiru, and the countless articles we googled!


Thanks!


Hey, I'm Alex, one of the two developers in the video. You are correct, the short video you see is pre-converted and stored statically.

In fact, the original plan we had was to stick a raspberry pi in the cart to handle networking and video conversion. Due to time and resource constraints we ended up building a standalone rom.


Yes it definitely works. We hired a very talented remote c++ dev using this method.


3D Avatar School (Hong Kong) - Full time, part time, contract, local or remote

We are an expanding Hong Kong-based startup that is harnessing 3D gaming technology for language education. In our online virtual environments, teachers and students learn together by participating in games and activities. We are very passionate about what we do and work in a very exciting space. Our team is highly distributed, agile, and we know how to have fun. We currently need experienced:

* LAMP Developers

* C++/OpenGL Developers

* C# Developers

* Linux Systems Administrators

If you are interested, please send your CV to our HR director, William Lee: william.lee@3davatarschool.com


Very interesting project indeed.

Does someone with an expertise in C++ but with a basic knowledge of OpenGL qualify for the "C++/OpenGL Developers" position? Plus a good knowledge of C# and LAMP development (but I'm looking for a C++ centric position).


Yes, we are definitely interested in people with your skill-set. Please pop Will an email :)


I'm not sure if it is production quality, but I have successfully used this to get C-with-blocks in Archlinux. http://compiler-rt.llvm.org/index.html


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: