// SDL3 API Quick Reference
//
// https://libsdl.org/
//
// The latest version of this document can be found at https://wiki.libsdl.org/SDL3/QuickReference
// When this document was written: 2024-12-09 00:00:45 GMT
// Based on SDL version 3.1.7
The goal of this manifesto is to provide an easy to follow and reasonable rules that realtime and video game renderers can follow.
These rules highly prioritize image clarity/stability and pleasant gameplay experience over photorealism and excess graphics fidelity.
Keep in mind that shipping a game has priority over everything else and it is allowed to break the rules of the manifesto when there are no other good options in order to ship the game.
Good question! I am collecting human data on how quantization affects outputs. See here for more information: ggml-org/llama.cpp#5962
In the meantime, use the largest that fully fits in your GPU. If you can comfortably fit Q4_K_S, try using a model with more parameters.
See the wiki upstream: https://github.com/ggerganov/llama.cpp/wiki/Feature-matrix
mkfifo /tmp/gfifo | |
./xdp-screen-cast-ffmpeg.py & # or run in another terminal | |
# Note the gstreamer pipeline | |
# 'pipewiresrc fd=%d path=%u ! videorate ! video/x-raw,framerate=60/1 ! videoconvert ! filesink location=/tmp/gfifo' | |
# I specified a 60/1 frameerate. You can do other pre-processing here, or offload it to ffmpeg. | |
# Encode the stream and pipe to netcat | |
# note: must specify correct resolution here | |
# we can now use h264_nvenc, mpegts, and anything else ffmpeg has |
#pragma once | |
#include "util/types.hpp" | |
#include "util/std.hpp" | |
#include "util/ndarray.hpp" | |
#include "util/collections.hpp" | |
#include "util/rand.hpp" | |
#include "util/hash.hpp" | |
#include "util/assert.hpp" | |
#include "util/bitset.hpp" |
/* | |
Reliability and Flow Control Example | |
From "Networking for Game Programmers" - http://www.gaffer.org/networking-for-game-programmers | |
Author: Glenn Fiedler <[email protected]> | |
*/ | |
#include <iostream> | |
#include <fstream> | |
#include <string> | |
#include <vector> |