Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
duhroach
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
4 ms
·
1.
▲
How to profile Kubernetes pod boot time
(medium.com)
2 points
by
duhroach
9y ago
|
0 comments
2.
▲
How to profile Google Compute Engine cold-boot time
(medium.com)
1 points
by
duhroach
9y ago
|
0 comments
3.
▲
by
duhroach
11y ago
6.8?
4.
▲
I beat the best compressor on the planet, by 1 bit
(medium.com)
4 points
by
duhroach
11y ago
|
2 comments
5.
▲
It's not “premature” optimization; It's “preventative.”
(medium.com)
6 points
by
duhroach
11y ago
|
1 comments
6.
▲
by
duhroach
13y ago
You don't have direct access to the DOM inside of NaCl, but you can pass messages back to JS via PostMessage.
7.
▲
Programmer gives entire talk as a Pirate
(youtube.com)
3 points
by
duhroach
13y ago
|
2 comments
8.
▲
Image Compression for Web Developers
(html5rocks.com)
1 points
by
duhroach
13y ago
|
0 comments
9.
▲
How to process your data so it compresses better
(mainroach.blogspot.com)
1 points
by
duhroach
13y ago
|
0 comments
10.
▲
Is it possible to organize CSS blocks so the file GZIP's better?
(mainroach.blogspot.com)
2 points
by
duhroach
13y ago
|
0 comments
11.
▲
Would a Binary CSS format reduce page load times?
(mainroach.blogspot.com)
1 points
by
duhroach
13y ago
|
1 comments
12.
▲
Faster App Performance with 5 Simple Algorithms
(mainroach.blogspot.com)
2 points
by
duhroach
13y ago
|
0 comments
13.
▲
by
duhroach
14y ago
Thanks for your interest in the course!! Re: Jiggy2011 - All game dev is hard-work; JS is easier in some ways, harder in others. We've had good 2D IDE's for 20 years now to make 2D games; Making the runtime HTML5 isn't new (especially with
14.
▲
Game Dev 101 - Iteration : the only true way to make a successful game
(mainroach.blogspot.com)
1 points
by
duhroach
14y ago
|
0 comments
15.
▲
Costs of a cloud gaming backend
(mainroach.blogspot.com)
1 points
by
duhroach
14y ago
|
0 comments
16.
▲
A Simple System to Patch your Game Content
(altdevblogaday.com)
2 points
by
duhroach
14y ago
|
0 comments