RSSAmplifier

Blog

Alan Sguigna

Writing about Technology, Leadership, and just about anything else

alansguigna.comRSS feed ↗10 posts

Latest posts

Running OpenClaw in a VM on the NVIDIA DGX Spark

Interest in OpenClaw is exploding. Jensen Huang of NVIDIA said “Every company in the world today needs to have an OpenClaw strategy” and “This is the new computer”. And for many of us, having AI-based agents handle tasks that we’d have to do begrudgingly or delegate to someone else, while we focus on what we’re [ ]

Using LLMs for Massive Code Trace Analysis Part 3: Switching from Ollama to Hugging Face

Up to now, I’ve been using Ollama as my platform to research the requirements for processing massive amounts of Intel Processor Trace. But it now seems that I’ll need a more sophisticated development environment to accomplish the model fine-tuning I need to do; so, I’ve switched over to Hugging Face. In Part 1 and Part [ ]

AI refactoring of 20+ year-old code from Tricks of the Windows Game Programming Gurus

How good is AI at bringing old code into the 21st century? I’ve undertaken a small project to refactor code from the book Tricks of the Windows Game Programming Gurus, by Andre Lamothe, to see how easy it might be to modernize. First, some background: back in 2002, I was a General Manager at the [ ]

Using LLMs for Massive Code Trace Analysis Part 2: Parameters, Tokens and Modelfiles

In this article, I explored ways to extend my LLM with knowledge specific to analyzing Intel Processor Trace. “To me the question is what happens next. And there are three things that are happening this year. The first is infinite context-window.” – Eric Schmidt, Ex-Google CEO Source: The 7 Things Everyone Needs to Know About [ ]

Using LLMs for Massive Code Trace Analysis: Part 1

In prior articles and in a recent webinar, I’ve covered the use of AI for UEFI and OS kernel trace analysis. This is a groundbreaking and novel approach for code coverage research, with many applications and potential use cases: at-scale bug triaging, codebase vulnerability scans, firmware/OS performance optimization, and many others. In this article, the [ ]

Explorations in 3D Graphics and DirectX 12: Episode 4: Chapter 14 – a beautiful demo

A few months have gone by, and I m plowing away at Frank D. Luna s book, 3D Game Programming with DirectX 12. It s a lot of fun, and I m learning a lot. And all this in between a full work schedule, including some webinars (I ll write about them later; in the meantime, just look at my [ ]

Review: Game Engine Architecture

I got the book Game Engine Architecture by Jason Gregory for Christmas. If you’re a technical geek, even if you’re not really into game design, this book is a must-have. At 1,200 pages, this is a massive tome. It must be Jason Gregory’s “Magnum Opus”. I was delighted to see that, aside from the expected [ ]

Explorations in 3D Graphics and DirectX 12: Episode 3: New bugs in VS2019 Version 16.8.3

What a pain! I ve upgraded Visual Studio 2019 to Version 16.8.3, and it took me a while to find out that s unveiled a bug in the code. As you ve seen from my prior blogs, Explorations in 3D Graphics and DirectX 12: Episode 1 and Explorations in 3D Graphics and DirectX 1w Episode 2: Video of [ ]

Explorations in 3D Graphics and DirectX 12: Episode 2: Video of Episode 1

Want a more visual version of the first blog in this series? There are some errors and omissions within Frank D. Luna s book, 3D Game Programming with DirectX 12, so this video should help you get started:

Explorations in 3D Graphics and DirectX 12: Episode 1

Explorations in 3D Graphics and DirectX 12: Episode 1 Almost 20 years ago, I picked up a copy of Andre LaMothe’s Tricks of the Windows Game Programming Gurus book. I don’t remember what prompted me to select this particular title. Around that time, in 2001, I was promoted to the President role for the Adtech [ ]