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This is the one that I remember watching https://www.youtube.com/watch?v=826HMLoiE_o. Not exactly 24 hours though.


There are regularly 24 hour races and I've done a few myself. 100 miles in 24 hours isn't that hard. The record was just recently set at 192.25 miles (309.4 km):

https://www.runnersworld.com/news/a37465691/sania-sorokin-24...

There are also 48 hr and 7 day races. Sleep is necessary somewhere between those two points, though two guys just went 85 hours with basically no sleep:

https://www.bigsbackyardultra.com/

That's a race where every hour on the hour you have to complete 4.166 miles. You get as much rest as the balance of your time after you complete a lap till the next hour begins. Most competitors complete a lap in around 48-52 minutes. The race continues until there is only one runner left to complete a lap.


Then we have Cliff Young who ran 875 km in 5 days - at the age of 61.

https://www.farmprogress.com/blog/cliff-young-farmer-who-out...


Humans can effectively run forever if it weren't for needing sleep, or eventually, needing to replace fat stores.

> Previous estimates, when accounting for glycogen depletion, suggest that a human could run at about a 10 minute per mile pace, which allows existing fat stores to be converted to glycogen, forever. The only limit to our eventual mileage, therefore, is our need for sleep. https://nikomccarty.medium.com/how-far-can-humans-run-d5c97f...


Haven't read the book, but I liked his lecture series on human behavioral biology: https://youtube.com/playlist?list=PL848F2368C90DDC3D


You jest, but... https://www.rangevoting.org/FeynTexts.html

TL;DR: read the end of the first paragraph.


> The other person I have similar feelings for is Geohot.

I don't know about that... https://news.ycombinator.com/item?id=25679907


> But it is no surprise that George Hotz, working alone as team tomcr00se, would rise to the top of the CTF.

So then this has to be fake then, obviously. Apparently George Hotz (geohot/tomcr00se) won a few CTFs single handedly [0][1].

I'm sure that marcan is also genius as well, unfortunately though Hotz is somehow still able to stay relevant, continuously.

[0] https://www.koscom.co.kr/eng/bbs/B0000043/view.do?nttId=1040...

[1] https://www.prnewswire.com/news-releases/nyu-poly-cyber-secu...


You gave denysvitali some serious cognitive dissonance.


Indeed. Lol

The only difference between the twos is that Geohot does a lot of thing for the fame (or at least it seems so), and marcan does that only for fun.

I'm okay with both tbh, if you are at this level you deserve some fame


Hearing an S-Tier hacker call a fellow S-Tier hacker B-Tier is certainly entertaining, but from my lowly perspective they're still far more capable than 99% of devs I'll ever encounter.


Yes, he's a great self promoter and a genius level engineer. You can watch his livestreams to see both for yourself.


Not wasmtime, but I'm reminded of wasm-pack [0], though it's not project ownership but crate ownership, and not really a big kerfuffle.

[0] https://github.com/rustwasm/wasm-pack/issues/928


> One day, game developers will package static binaries

Wouldn't you still need at least runtime linking (dlopen) to link to OpenGL/Vulkan/etc.?


I've seen independent OpenGL libraries packaged along with games, so, I wouldn't think so no.


I doubt that you did since OpenGL implementations are hardware-specific. Perhaps you mean utility libraries building on top of OpenGL such as GLEW or GLUT.

Some libraries (OpenGL, Vulkan, ALSA, ..) the shared library provides the lowest stable cross-hardware interface there is so linking the library makes no sense.


While I agree with the sentiment, my impression is that the GP's point is about memory safety rather than performance. So yes, this applies for common patterns like per-frame memory in games, in which case the "it" is the arena. Otherwise, as a general rule, profile first, then optimize.


> this applies for common patterns like per-frame memory in games

Even though I went to the trouble to give a non-gamedev example...

It's not about optimization, it's about resource management, an alternative to GC or RAII.


Probably for your PR from way back when: https://news.ycombinator.com/item?id=19359870


The latest edition (7th ed, 2015) actually uses 4.5 as well. AFAIK OpenGL hasn't changed too much since 3.3, certainly not to the point of being irrelevant for learning.


The shading language has though, so it depends how much one wants to do on the GPU, then again it is kind of irrelevant for beginners.


What approach would you recommend for beginners?


Just follow these tutorials, https://learnopengl.com/


DSA made OpenGL an actually enjoyable interface to work with. Many of my favorite changes(like the 4.5 gl_DrawID) are from later releases.

Maybe 3.3 and 4.5 aren't actually that different, but they certainly feel very different to program.


For me personally DSA was an improvement, but not enough. I wish NV_command_list made it to core one day, amongst other things it introduced a concept of a "state object" which captures all the state and can be easily captured/restored.

I have moved on however towards the DX12/Vulkan like APIs. Currently using WebGPU as a stop-gap, it gives me an easy to use API (compared to Vulkan) with strengths of those explicit APIs. I think in 2021, even if people are writing OpenGL engines, they are already using the "RenderPipeline/RenderPass" abstraction to fit the new APIs better.


OpenGL 4.5 has named objects which makes working with OpenGL feel less archaic. Also 3.3 version doesn't have tessellation shaders. But for some reson OpenGL 3.3 is still being called "a modern OpenGL".


For a while it used to be that OpenGL 3.3 was the only modern version you could guarantee to find everywhere, even on crappy hardware and actually work without major issues.

No idea how it looks like in 2021.


Direct State Access is 4.5 and changes code layout quite a bit


Can you give a source for this? Also, is it still stuck at 4.1/1.2?


Yep, still OpenGL 4.1 and OpenCL 1.1. It goes through AppleMetalGLRenderer on Apple Silicon Macs.

You might want to look at: https://www.phoronix.com/scan.php?page=news_item&px=Zink-mac... though. Maybe there'll be more interest for a direct OpenGL to Metal layer not built by Apple in the future, for having a newer feature set.


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