Jakub Babiak

@babiak.dev

Developer of all sorts of things. https://babiak.dev/

If you ask this to Opus or Fable, it'll trigger a safeguard or a refusal (Anthropic, to their credit, saw this coming). But because they use a shared encryption method across models, you can feed the thinking trace into Haiku and it will happily report what the thinking trace says.

If you're already using OpenTelemetry, you don't need to change a thing to have your existing traces show up in Sentry's trace explorer. Sentry's OTLP support is currently in open beta 🎉 Check out the full blog post to learn more! blog.sentry.io/send-your-ex...

Send your existing OpenTelemetry traces to Sentry

You don't need to rip out your OpenTelemetry instrumentation to use Sentry. Two env vars point your existing traces to Sentry's trace explorer.

blog.sentry.io

Everyone knows that the x86 ISA is big.
 Modern CPUs have ~1000+ mnemonics. Guess how many make up 90% of compiled C/C++ code? TWELVE. I'm not kidding. The question is…what if we shrank it?

BildBild

Sure, but the popularity of cigarettes et al can speak for itself, too. We realized there were real harms to cigarettes and took steps to minimize their use. At this point I think we need to be having honest conversations about what is and isn't healthy for our minds.

Why do video games cost so much to make these days? A recent NYT article pinned bloated budgets on the graphical arms race, but that's only a small part of the equation. The real problem? Rampant mismanagement. This week's column is a spicy one: www.bloomberg.com/news/newslet...

Why So Many Video Games Cost So Much to Make

Graphical fidelity is only part of the reason that game budgets have swelled to hundreds of millions of dollars

bloomberg.com

In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same. The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.