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271.
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follower
5y ago
For a non-HTTP specific phrase representing the same concept, I've tended toward "Time to first dopamine hit". :) That feeling of not being sure if a tool/API/service/SDK/library/hardware is going to
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5y ago
> And yes they are owed your skills because they are paying you for them I'm unaware of any typical employer ever paying wages/salary in advance, it's always in arrears, so on that basis there's no point at which the
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follower
5y ago
> How relevant are these data points though? Depends on who you are I guess. :) > appears to be some small company in Sweden According to[0] they're currently around 200 employees and the founding team includes former CEO of DICE
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follower
5y ago
> the wildcard in all of this is WASM. On a related note, Embark Studios who I mentioned above, just announced they've joined the Bytecode Alliance, an WebAssembly-focused non-profit: https://twitter.com/repi/st
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5y ago
> If you want the "canary in the coal mine", watch what the game developers use for the game engines On this front two relevant data points are: * Embark Studios: https://medium.com/embarkstudios/inside-rus
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follower
5y ago
Also, this post has some useful feedback on experience/lessons from using Rust in production in the embedded space: https://old.reddit.com/r/rust/comments/hkjn6f/rust_in_embedd...
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5y ago
There does seem to be a lot of people who are very excited about the potential for Rust as a replacement for C/C++ in the embedded space. There is "Working Group" dedicated to the domain: https://www.rust-lang.or
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follower
5y ago
In another comment about Heaps.io I summarized their process: https://news.ycombinator.com/item?id=26910210 Essentially the main parts are probably: * Support the platform native C compiler. (e.g. convert your build system
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follower
5y ago
Someone else already answered with the link to the official Godot information page[0] which can be summarized as: * Godot dev team isn't a commercial entity with console development license agreements. * Even if they were, the console
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follower
5y ago
Some other details from spelunking the code base... The exposed console functionality interface can be found via `hl_console`, `usesys` & `usegl` references: * https://github.com/HaxeFoundation/hashlink/search?
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follower
5y ago
Ah, seems its developer occasionally comments on HN: https://news.ycombinator.com/item?id=26292740 :)
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5y ago
I was curious how Heaps.io could be an Open Source project while also supporting consoles (PlayStation, XBox, Switch) so researched it a bit. The key aspect seems to be that there's a commercial entity behind the project who presumab
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follower
5y ago
Ah, I didn't notice that detail of the discussion, thanks. If "basically python" means "scripting language" vs "C++" then I can see why by that standard "performance" could be a concern to someon
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follower
5y ago
Thanks for sharing your experience. And, yeah, that's fair enough--although I imagine if you offered one of the companies enough money they might be willing to license their port under similar terms to those Epic offers UE4 console sup
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follower
5y ago
With regard to 3D indoor scenes, performance is entirely related to the complexity of the scenes & how much effort is put into loading/unloading non-visible areas etc. For a couple of data points, here is the official Godot third p
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follower
5y ago
> console development. Curious if you had a direct experience with the console side of things with your game? Also, can I provide you an opportunity to promote your game by asking you to tell us more about the game you shipped? :) (The r
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5y ago
The Godot docs[0] describe the relationship as: "It uses a syntax similar to Python (blocks are indent-based and many keywords are similar)." And[1]: "If you've ever written anything in a language like Python before then
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6y ago
> also if you do want to reach out and it feels daunting in any way, you can literally just say “HN” or any other recognizable thing Talk about empathy in action. That was a really caring touch.
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6y ago
Note this article appears to be from 2015.
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6y ago
Just recently watched "Deep Learning: Beyond the Hype" which gave some interesting insights into related experiences from a team at EA: https://www.gdcvault.com/play/1025098/Deep-Learning-Beyond-t... ht
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6y ago
Ah, those were the days... ;) http://web.archive.org/web/20070708004553/http://richard.jon... http://libgmail.sourceforge.net https://pramode.net/articles/lfy/fuse&#
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6y ago
For example, this: https://www.theverge.com/22300931/mailchimp-company-culture-... (via https://news.ycombinator.com/item?id=26316847 ) And, not so much a "wink & nudge" as a reminder to q
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6y ago
It's Not Killed Yet
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6y ago
Kinda makes you wonder why that company in particular might want to have a positive story about them in the current news cycle, doesn't it?
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How much GameDev educator GDQuest earned in 2020
(gdquest.com)
2 points
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6y ago
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0 comments
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6y ago
> is there a lot of pressure to use the latest version of Blender? Post 2.8, not hugely, AFAICT (outside of the desire to use new features). Older released versions are always available even back to SGI/Irix releases that are presum
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6y ago
Ah, if you're specifically interested in "hard surface sculpting" then this might be a more useful query for you: https://www.youtube.com/results?search_query=blender+hard+su...
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6y ago
> (not having used Blender at all) I am skeptical Blender successfully replicated these workflows. I don't quite understand why to wish for something without having tried out what's there? > That video isn't using a tab
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6y ago
Yeah, I was just about to suggest embedding the code in a PNG text chunk: http://www.libpng.org/pub/png/book/chapter11.html#png.ch11.d... Twitter etc should really already have standardised on a way to store
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6y ago
Along those lines, I recently encountered this project that enables the use of SVG to design maps etc for games developed with the Rust language game engine Bevy: https://github.com/carrascomj/bevy_svg_map "The pr
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