<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: keldaris</title><link>https://news.ycombinator.com/user?id=keldaris</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Fri, 03 Jul 2026 01:14:02 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=keldaris" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by keldaris in "Apple to skip high-end M6 Mac chips in favor of AI-focused M7 line"]]></title><description><![CDATA[
<p>Isn't that switch basically a downgrade? You get some more single core performance and some weight savings, but also a worse (and smaller) screen, less multicore performance, less GPU performance, less video encoding performance and a smaller battery? I'm on an M2 Max myself, and glad they introduced a larger form factor Air, but it seems like a long way from an upgrade.</p>
]]></description><pubDate>Fri, 26 Jun 2026 02:43:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=48681775</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=48681775</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48681775</guid></item><item><title><![CDATA[New comment by keldaris in "Google Chrome update will close the door on ad blockers"]]></title><description><![CDATA[
<p>Is that actually true? I've never looked into the API differences or how YouTube ads actually work, but I'm using a current Google Chrome version on MacOS, with uBlock Origin Lite and SponsorBlock, and I'm watching YouTube with no ads as far as I can tell (logged in, not subscribed to Premium). Is that supposed to be impossible now?</p>
]]></description><pubDate>Tue, 16 Jun 2026 16:28:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=48557806</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=48557806</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48557806</guid></item><item><title><![CDATA[New comment by keldaris in "Sam Altman may control our future – can he be trusted?"]]></title><description><![CDATA[
<p>I actually haven't - I tried Gemini 3.0 Pro in Antigravity and was disappointed enough that I didn't pay much attention to the 3.1 release, it was notably worse than Opus and GPT at the time, and much more prone to "think" in circles or veer off into irrelevant tangents even with fairly precise instruction. I'll give 3.1 a try tomorrow, see what happens.</p>
]]></description><pubDate>Tue, 07 Apr 2026 21:25:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=47681549</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=47681549</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47681549</guid></item><item><title><![CDATA[New comment by keldaris in "Sam Altman may control our future – can he be trusted?"]]></title><description><![CDATA[
<p>I've had reasonable success using GPT for both neighbor list and Barnes-Hut implementations (also quad/oct-trees more generally), both of which fit your description, haven't tried Ewald summation or PME / P3M. However, when I say "reasonable success", I don't mean "single shot this algo with a minimal prompt", only that the model can produce working and decently optimized implementations with fairly precise guidance from an experienced user (or a reference paper sometimes) much faster than I would write them by hand. I expect a good PME implementation from scratch would make for a pretty decent benchmark.</p>
]]></description><pubDate>Tue, 07 Apr 2026 21:22:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=47681530</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=47681530</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47681530</guid></item><item><title><![CDATA[New comment by keldaris in "Sam Altman may control our future – can he be trusted?"]]></title><description><![CDATA[
<p>As a scientist (computational physicist, so plenty of math, but also plenty of code, from Python PoCs to explicit SIMD and GPU code, mostly various subsets of C/C++), I can confirm - Codex is qualitatively better for my usecases than Claude. I keep retesting them (not on benchmarks, I simply use both in parallel for my work and see what happens) after every version update and ever since 5.2 Codex seems further and further ahead. The token limits are also far more generous (and it matters, I found it fairly easy to hit the 5h limit on max tier Claude), but mostly it's about quality - the probability that the model will give me something useful I can iterate on as opposed to discard immediately is much higher with Codex.<p>For the few times I've used both models side by side on more typical tasks (not so much web stuff, which I don't do much of, but more conventional Python scripts, CLI utilities in C, some OpenGL), they seem much more evenly matched. I haven't found a case where Claude would be markedly superior since Codex 5.2 came out, but I'm sure there are plenty. In my view, benchmarks are completely irrelevant at this point, just use models side by side on representative bits of your real work and stick with what works best for you. My software engineer friends often react with disbelief when I say I much prefer Codex, but in my experience it is not a close comparison.</p>
]]></description><pubDate>Tue, 07 Apr 2026 00:56:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=47669411</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=47669411</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47669411</guid></item><item><title><![CDATA[New comment by keldaris in "Testing the Swift C compatibility with Raylib (+WASM)"]]></title><description><![CDATA[
<p>Out of curiosity, how does the size and performance of the generated WASM compare to just compiling the same Raylib example from the equivalent C code via Emscripten? In other words, how much overhead does the choice to use Swift add here or in general?</p>
]]></description><pubDate>Tue, 24 Mar 2026 16:13:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=47504917</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=47504917</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47504917</guid></item><item><title><![CDATA[New comment by keldaris in "Trying Out C++26 Executors"]]></title><description><![CDATA[
<p>It's not crazy, it's just what happens if you write mostly C with some conveniences where they actually make sense instead of "modern C++". I generally write very performance sensitive code, so it's naturally fairly low on abstraction, but usually most of my projects take between one and two seconds to build (that's a complete rebuild with a unity build, I don't do incremental builds). Those that involve CUDA take a bit longer because nvcc is very slow, but I generally build kernels separately (and in parallel) with the rest of the code and just link them together at the end.</p>
]]></description><pubDate>Wed, 03 Dec 2025 22:19:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=46141030</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=46141030</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46141030</guid></item><item><title><![CDATA[New comment by keldaris in "Trying Out C++26 Executors"]]></title><description><![CDATA[
<p>Thankfully, you can still write C++ just fine without the "modern" stuff and have not only readable code, but also sane compile times. The notion, explicitly mentioned in the article, that all this insane verbosity also adds 5 seconds to your build for a single executor invocation is just crazy to me (it is far longer than my entire build for most projects).</p>
]]></description><pubDate>Wed, 03 Dec 2025 12:22:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=46133693</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=46133693</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46133693</guid></item><item><title><![CDATA[New comment by keldaris in "Thoughts on Omarchy"]]></title><description><![CDATA[
<p>Same here, I have multiple decades of experience running Linux on desktops and servers alike, and Omarchy just saves me time and manages to be productive and fun at the same time.<p>Personally, I don't feel any moral obligation to investigate the personal views of people who write the software I use. Using software, especially free software, doesn't constitute an endorsement of the authors' views. Before this thread, I was blissfully unaware of this entire silly controversy, since Omarchy doesn't mention any politics anywhere as far as I can tell. If that ever changes, I'll delete it in a heartbeat (regardless of the kind of politics it happens to be), but so far the only people politicizing the issue seem to be its detractors.</p>
]]></description><pubDate>Tue, 14 Oct 2025 01:52:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=45575410</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=45575410</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45575410</guid></item><item><title><![CDATA[New comment by keldaris in "Apple's MLX adding CUDA support"]]></title><description><![CDATA[
<p>> and then released Vulkan years later as a response that has had incredibly slow adoption due to the same over complexity that OpenCL died from.<p>I agree with everything else you said, but as someone who has used both OpenCL and Vulkan, the complexity is not comparable in the slightest. Even for pure compute applications, Vulkan is radically more annoying to use than OpenCL, though of course both are much worse than CUDA (or even Metal). OpenCL is somewhat annoying, but usable if you're okay with a basic C API, whereas Vulkan feels like an insufferable waste of time.</p>
]]></description><pubDate>Wed, 16 Jul 2025 15:18:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=44583231</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=44583231</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44583231</guid></item><item><title><![CDATA[New comment by keldaris in "Low-Level Optimization with Zig"]]></title><description><![CDATA[
<p>There's nothing wrong with using LTO, but I prefer simply compiling everything as a single translation unit ("unity builds"), which gets you all of the LTO benefits for free (in the sense that you still get fast compile times too).</p>
]]></description><pubDate>Sat, 07 Jun 2025 23:52:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=44213487</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=44213487</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44213487</guid></item><item><title><![CDATA[New comment by keldaris in "Rust CUDA Project"]]></title><description><![CDATA[
<p>Generally, the reason to bother with this approach is if you have a project that only needs tensor cores in a tiny part of the code and otherwise benefits from the cross platform nature of OpenCL, so you have a mostly shared codebase with a small vendor-specific optimization in a kernel or two. I've been in that situation and do find that approach valuable, but I'll be the first to admit the modern GPGPU landscape is full of unpleasant compromises whichever way you look.</p>
]]></description><pubDate>Sat, 12 Apr 2025 17:33:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=43666392</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=43666392</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43666392</guid></item><item><title><![CDATA[New comment by keldaris in "Rust CUDA Project"]]></title><description><![CDATA[
<p>WebGPU has no support for tensor cores (or their Apple Silicon equivalents). Vulkan has an Nvidia extension for it, is there any way to make MoltenVK use simdgroup_matrix instructions in compute shaders?</p>
]]></description><pubDate>Fri, 11 Apr 2025 21:24:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=43658775</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=43658775</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43658775</guid></item><item><title><![CDATA[New comment by keldaris in "Rust CUDA Project"]]></title><description><![CDATA[
<p>Technically, OpenCL can also include inline PTX assembly in kernels (unlike any compute shader API I've ever seen), which is relevant for targeting things like tensor cores. You're absolutely right about the language limitation, though.</p>
]]></description><pubDate>Fri, 11 Apr 2025 21:22:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=43658760</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=43658760</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43658760</guid></item><item><title><![CDATA[New comment by keldaris in "Rust CUDA Project"]]></title><description><![CDATA[
<p>How are you writing compute shaders that work on all platforms, including Mac? Are you just writing Vulkan and relying on MoltenVK?<p>AFAIK, the only solution that actually works on all major platforms without additional compatibility layers today is OpenCL 1.2 - which also happens to be officially deprecated on MacOS, but still works for now.</p>
]]></description><pubDate>Fri, 11 Apr 2025 20:12:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=43658021</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=43658021</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43658021</guid></item><item><title><![CDATA[New comment by keldaris in "Falsehoods programmers believe about null pointers"]]></title><description><![CDATA[
<p>In practice, you're going to test the next version of the compiler anyway if you want to be sure your code actually works. Agreements or not, compilers have bugs on a regular basis. From the point of view of a programmer, it doesn't matter if your code broke because you missed some fine point in the standard or because the compiler got it wrong, either way you're going to want to fix it or work around it.<p>In my experience, if you don't try to be excessively clever and just write straightforward C code, these issues almost never arise. Instead of wasting my time on the standard, I'd rather spend it validating the compilers I support and making sure my code works in the real world, not the one inhabited by the abstract machine of ISO C.</p>
]]></description><pubDate>Sat, 01 Feb 2025 12:05:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=42897755</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=42897755</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42897755</guid></item><item><title><![CDATA[New comment by keldaris in "Falsehoods programmers believe about null pointers"]]></title><description><![CDATA[
<p>Luckily, little of it matters if you simply write C for your actual target platforms, whatever they may be. C thankfully discourages the very notion of "general purpose" code, so unless you're writing a compiler, I've never really understood why some C programmers actually care about the standard as such.<p>In reality, if you're writing C in 2025, you have a finite set of specific target platforms and a finite set of compilers you care about. Those are what matter. Whether my code is robust with respect to some 80s hardware that did weird things with integers, I have no idea and really couldn't care less.</p>
]]></description><pubDate>Sat, 01 Feb 2025 05:37:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=42895976</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=42895976</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42895976</guid></item><item><title><![CDATA[New comment by keldaris in "Rust for tokenising and parsing"]]></title><description><![CDATA[
<p>> I’m convinced there’s a contingent of devs who don’t like/grok abstraction.<p>I am one of those. I grok abstractions just fine (have commercially written idiomatically obtuse Scala and C#, some Haskell for fun, etc.), but I don't enjoy them.<p>I use them, of course (writing everything in raw asm is unproductive for most tasks), but rather than getting that warm fuzzy feeling most programmers seem to get when they finish writing a fancy clever abstraction and it works on the first try, I get it when I look at a piece of code I've written and realize there is nothing extraneous to take away, that it is efficient and readable in the sense of being explicit and clear, rather than hiding all the complexity away in order to look pretty or maximize more abstract concerns (reusability, DRY, etc.).<p>This mindset is a very good fit for writing compute-heavy numerical code, GPU stuff and lots of systems level code, not so much for being a cog in a large team on enterprise web backends, so I mostly write numerical code for physics simulations. You can write many other things this way and get very fast and bloatfree websites or anything else, but it doesn't work well in large teams or people using "industry best practices". It also makes me prefer C to Rust.</p>
]]></description><pubDate>Fri, 08 Nov 2024 15:08:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=42087405</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=42087405</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42087405</guid></item><item><title><![CDATA[New comment by keldaris in "Why conventional wisdom on health care is wrong (a primer) (2020)"]]></title><description><![CDATA[
<p>If that's true, how are they so much more reasonable in most developed countries with far greater government involvement still? Is the US government just uniquely bad at healthcare somehow? Why?</p>
]]></description><pubDate>Fri, 18 Oct 2024 22:55:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=41884231</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=41884231</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41884231</guid></item><item><title><![CDATA[New comment by keldaris in "Building a compile-time SIMD optimized smoothing filter"]]></title><description><![CDATA[
<p>This looks like a nice case study for when you're already using Rust for other reasons and just want to make a bit of numerical code go fast. However, as someone mostly writing C++ and Julia, this does not look promising at all - it's clear that the Julia implementation is both more elegant and faster, and it seems much easier to reproduce that result in C++ (which has no issues with compile time float constants, SIMD, GPU support, etc.) than Rust.<p>I've written very little Rust myself, but when I've tried, I've always come away with a similar impression that it's just not a good fit for performant numerical computing, with seemingly basic things (like proper SIMD support, const generics without weird restrictions, etc.) considered afterthoughts. For those more up to speed on Rust development, is this impression accurate, or have I missed something and should reconsider my view?</p>
]]></description><pubDate>Sat, 28 Sep 2024 13:25:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=41680096</link><dc:creator>keldaris</dc:creator><comments>https://news.ycombinator.com/item?id=41680096</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41680096</guid></item></channel></rss>