well tbf code review is probably the most useful part of "AI coding", if it catches even a single bug you missed its worth it, plus false positives would waste dev time but not pollute the kernel
id take it further to say dont even design your own ISA because its super rewarding watching your custom designed CPU run real software from an actual compiler (all you need is rv32i minus the CSRs)
im not Eric but: having used vello (when it was in its early stages i "transplanted" it into my game engine), it is quite a beast. its got a multistage compute shader pipeline, and over time im kinda soured on the whole idea
vello will probably do great under very heavy loads but for your average UI or text document? i reckon something far simpler (like slug!) will end up being more efficient simply by avoiding all those shader launches
do you mean accessing data outside of your app's framebuffer? or just accessing neighboring pixels during a shader pass, because those are _very_ different things. GPU MMUs mean that you cant access a buffer that doesn't belong to your app that's it, its not about restricting pixel access within your own buffers
are succinct data structures good for "dynamic" applications? ie modifying the data often, last time i looked into this field it seems that all the popular structures were very static in nature and had costly updates
Maybe there are more modern, advanced data structures / techniques, but yes, my understanding is that this is a common trade off (having your data structure be more static, with offline updates).