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yoklov
searching PlanetScale…
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43 ms
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391.
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by
yoklov
11y ago
Very cool. Seems better than the competitors (playcanvas, three editor, ...) by some amount. Being 100% open source including the editor is pretty huge IMO The big questions for me are: What model formats does this support? How well develop
392.
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by
yoklov
11y ago
Doing your own GUI affords a lot of advantages in terms of how you structure your code. As soon as you decide to render every frame you can take advantage of immediate mode techniques that work very well in editors IMO (unfortunately, many
393.
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by
yoklov
11y ago
The THREE.js editor isn't very good or well developed to be honest. It really feels like a proof of concept more than anything intended for real use. This seems much more polished in comparison.
394.
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by
yoklov
11y ago
Looks extremely interesting. I'm skeptical of some of its claims (faster compilation when incremental compilation is removed sounds unlikely, for example), but nothing that worrisome. Anybody have any experience? Is it still basically
395.
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by
yoklov
11y ago
I don't think Haxe really is trying to fix JS, any more than it tries to fix C#, C++ or Java. It's similar enough to JS due to being a ES4 (ActionScript) derivative, but that's mostly a coincidence due to it's legacy.
396.
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by
yoklov
11y ago
It's fairly well known in game development circles, at least for indies. It also has a bunch of weird features that can be off-putting. Abstracts and macros, for example, are both fairly weird, although seem to be extremely powerful. A
397.
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by
yoklov
11y ago
This is very cool. I'd have very serious concerns about using it in place of GLSL for a real project, but as a toy it's very cool. Seems to generate reasonable code as well.
398.
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by
yoklov
11y ago
Are video games not art then?
399.
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by
yoklov
11y ago
I've seen code that wrote directly to the vtable pointer (in c++). The code knew what it was doing was dangerous, but jeez. Always made me uncomfortable. FWIW I usually just use an enum. Easy to change on the fly, easy on the cache, ea
400.
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by
yoklov
11y ago
Nothing would prevent content providers from sending ads even if you selected that setting. In fact, that is almost certainly what would always happen, since it would require exactly no change from the current state.
401.
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by
yoklov
11y ago
JS is not really a low level language in any sense.
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by
yoklov
11y ago
If there's one thing i've learned in ~5 years of game development (and ~1 of JS game development), it's that generic libraries are almost always inferior to a custom solution when you're performance tuning.
403.
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by
yoklov
11y ago
I used React+Flux for a level editor for a game recently. It seemed to me like there was one or two too many levels of indirection. Specifically, I'm not sure what problem the Dispatcher is actually solving. It seems to just add boiler
404.
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by
yoklov
11y ago
This is an opinion that I see a lot and it's very overstated IMO. If you write good C code, I'm perfectly happy to see it in C++. In fact, you could almost say it's a relief, largely because it tends to be impossible to wri
405.
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by
yoklov
11y ago
This is also the best path if you have something with skinned animations. Sadly, it's not without it's own problems. It has a few bugs that make it hard to import models from Maya or Autodesk's FBX to collada converter.
406.
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by
yoklov
11y ago
This does not take as long as you seem to think it does.
407.
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by
yoklov
11y ago
> Whatever you now find weird, ugly, uncomfortable and nasty about a new medium will surely become its signature. CD distortion, the jitteriness of digital video, the crap sound of 8-bit - all of these will be cherished and emulated as s
408.
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by
yoklov
11y ago
The big issue I see with these is that the number of bits is dependent on the stored value. It's also not a power of two. This has a lot of problematic consequences. Indexing into a list of them wouldn't be constant time, for exam
409.
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by
yoklov
11y ago
My understanding is that it's not compatible with modern processors, and new hardware would be required to efficiently execute it. It seems to be a superset of floating point (and fixed point?) though, so maybe LAPACK could still work?
410.
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by
yoklov
11y ago
I got the impression that the unum explicitly modeled a range of values, so I'm not sure that applies. Not an expert here though.
411.
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by
yoklov
11y ago
Did you feel that this was an intrinsic property of the format, or just that less/not enough time had been spent on developing efficient implementations?
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by
yoklov
11y ago
That would basically destroy the internet as it is today. And a large part of the economy. It's also basically unenforceable unless you get every country around the world to buy-in (or shut off connections to outside countries). I have
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The Modulith
(fgiesen.wordpress.com)
1 points
by
yoklov
11y ago
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0 comments
414.
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by
yoklov
11y ago
Aviation is doing pretty well. I'd hope for the same standard of safety and security from automobile manufacturers.
415.
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yoklov
11y ago
> "You know you're going fast enough if there's a low-level discomfort, people feeling stretched. But if you're going too fast, you'll see it on their faces, and that's important to spot too" Most peopl
416.
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by
yoklov
11y ago
As someone who has worked extensively with emscripten, and asm.js, something like this is great and needed. Very promising, however it could easily become a crappy version of emscripten by adding e.g. C++ support or full C standard library
417.
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by
yoklov
11y ago
This isn't really feasible using current technology, at least not if you care about player experience. Input lag is killer, and users are far less forgiving of it than with something like netflix, where lag between the server sending d
418.
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by
yoklov
11y ago
Looks interesting, but honestly building your own language to make a game rarely ends well. I know of a lot of failed projects that went this way. At least with this, the work is open source, so even if the game never comes out, the languag
419.
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by
yoklov
11y ago
This is obviously code that solves a very real problem.
420.
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by
yoklov
11y ago
It is if you updated it recently.
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