a few GIFs of procedurally generated architecture by a game developer named Cedric, built using Unity. Cedric describes himself as an “indie game dev focused on social AI, emergent narrative and procedural worlds.” Imagine whole game worlds powered by real-time computation at the building level, constantly and parametrically fizzing with architectural forms, barely predictable new Woolworth Buildings and Barbicans sprouting on-demand from the ground whenever needed.
“We cannot achieve [CAP theorem] consistency and availability in a partition-prone network.”
Specifically, @aerospikedb cannot offer cursor stability, repeatable read, snapshot isolation, or any flavor of serializability. @nasav @aerospikedb At *best* you can offer Read Committed, which is not, I assert, what most people would expect from an “ACID” database.
‘105TB RAM, 39MM QPS, 10,000+ instances.’ Notes from a talk given by Yao Yu of Twitter’s Cache team, where she’s worked for 4 years. Lots of interesting insights into large-scale Redis caching usage — as in, large enough to max out the cluster hosts’ network bandwidth.
JetBrains (makers of the excellent Intelli/J) have come out with a C/C++ refactoring IDE which looks utterly fantastic. If I wind up hacking on C/C++ again in future, I’ll be using this one