celebrating doom 2's 25th anniversary by being seemingly the first person who ever bothered disassembling the widely-pirated early leak version of doom2.exe to see what few things got fixed between then and the actual release: https://pastebin.com/6tTHPMzA
@radicalrobit They are garbage and even the oft-used rationale for them, "collaboration", has been found to happen less with these. They suck shit, full stop.
open offices are a perfect example of the ridiculous notion that "capitalism is the most efficient system available" because capitalism created the open office layout and it is the least efficient commonly used layout there is and a majority of all offices in this country use it.
it's laughable all the way around
Open office environments were created to look good in press photos of workers working and that is it. they are absolute shit eating garbage for literally everything else. productivity takes a nose dive off a cliff, sick day usage increases because germs spread easier, anxiety increases because of all the fucking noise you can longer even remotely hope to filter out with fabric walls of cubicles.
they're total shit and fuck every office that uses them.
Microsoft has removed the ability to create an offline account on new Windows 10 installs unless your PC is offline. Disconnect your network / modem before installing Windows 10.
Another option is to keep trying to create the MS account with a fake phone number until it gives up and lets you create a local offline account.
Bonus tip - if you don't want to set security questions when creating an offline account: create one without a password and then set the password via the control panel after logging in.
in Vulkan, after mapping your vertex buffers to host-visible memory, you could create command buffers for each which signal fences to tell the game they're ready to draw with, and submit them on every other queue not being used for rendering. on my GPU that'd be possibly 18 parallel queues just for uploads 👀
with modern OpenGL you might be able to use mapped buffers and fence objects to manually double-buffer chunk vertex buffers, but it would heavily depend on driver support
has poor taste in video games
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