(The problem is sometimes called "Reservoir Sampling", but I avoided this labeling for the video since non-rendering game dev applications of the technique tend to be more of a special case of reservoir sampling than the general problem definition.)
[1/2] If you enjoyed the entity component system (ECS) history I laid out in The Big OOPs, I have some good news! Marc "Mahk" LeBlanc and I have redone the original (unrecorded) interview we did as part of the research for the talk.
Wading Through AI episode 2 is now up! In it, @DemetriSpanos and I discuss the recent Anthropic announcement about building a C compiler with "parallel Claudes", and how to properly assess AI announcements in general.
www.computerenhance.com/p/making-sen...
For people using AI in commercial game development: I'd be interested in hearing the best arguments as to why you think people should pay for the resulting game instead of pirating it.
Concisely, if you pirated the inputs, why shouldn't they pirate the output?
[2/2] You can watch the entire interview here, as well as view the special unboxing Mahk did to verify that the original Flight Unlimited used a DOS batch file to recover from memory fragmentation issues: www.computerenhance.com/p/the-first-...