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Cake day: June 17th, 2024

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  • “What agency are you with?” asks Fonseca Tapia, filming through his car window.

    “I’m not going to tell you,” responds the man, who is wearing a high-visibility construction vest, an orange helmet, and glasses, with a camouflage mask covering most of his face. “It’s none of your business.”

    All the more reason people to not comply and protect themselves by any means necessary. Maybe they’re officers who will arrest and detain you, maybe they’re random neo-nazis who will drag you into an alley and murder you for whatever reason. Without any requirement or enforcement of official identification, these ‘agents’ could be literally anyone. And ICE is actively hiring neo-nazis, so even knowing what agency they’re with would tell you a whole lot about their intentions regardless.






  • Vulkan is designed to be closer to the metal than something like DirectX 11 or OpenGL, which makes the API more explicit and difficult to use. This means it requires a great deal more care to use properly. And to complicate matters more, subtle bugs that are very difficult to debug are very easy to introduce.

    But, this applies mostly to devs who build their own tech. Most of them these days are just using 3rd party engines like Unity or Unreal, so it comes down to whether or not the person making the game decides to check the box to use Vulkan and just how good those render backends are. Engine developers of 3rd party tech have to build their stuff to be as generic as possible. That’s likely gonna add a lot of bloat that might not be fully optimized for every game developer’s use case.

    TLDR: It’s tough and time consuming for someone writing it themselves. And for the ones who aren’t, they’re having to place a lot of trust in a renderer that is probably a black box and might be buggy/slow.