danbolt

Joined 12 years ago

Karma
2,948
Submissions
1,171
Member since
Sep 12
http://danbolt.itch.io/
View on Hacker News

Recent submissions

Comment · 10 days ago
Comment · 1 month ago
I’ve definitely been on teams where they ran the numbers, and found that they were mostly working with smaller containers, and std::vector was the way to go.

If you’re down to that sort of decision-making, you have to measure.

Comment · 1 month ago
Comment · 1 month ago
I sometimes wonder if the verbosity gives the LLM more “margin for error” when generating text that passes requirements.
Comment · 2 months ago
Spector was in his mid-forties when Deus Ex was released, System Shock a few years before that.

I wonder if he’s an exception that proves the rule like you mention, or if his experiences in his youth working on tabletop games contributed to his design sensibilities in the 90s.

Comment · 2 months ago
Part of me always felt the wacky setting helped with the player’s sense of anticipation.

Or, you’re always learning new things and encountering new elements, be it plot, interactions, or simply exploring. The replayability ends up feeling quite arcade-y too, trying for a particular outcome.

Comment · 3 months ago
It’s also worth noting that the EA studio that makes FIFA has been continuously doing so for over twenty years. It’s not being handed off between studios and rebuild operational expertise over and over.

If anything, FIFA was probably getting an incredible deal from EA given the cost of making AAA games today.

Comment · 3 months ago
Claire makes a good point about standards improving require people complaining about their faults. Those gripes affect the discourse!
Comment · 3 months ago
I send around 20 a year. Checking the mail is relatively monotonous for people, so receiving one is like a lucky gacha pull in today’s world.

Since they’re so memorable, it’s usually an easy way to make someone’s day without much time, money or effort. There’s also very little scrutiny in what you write, so even an in-depth episode about sun glare at the bus stop goes a long way.

Comment · 3 months ago
I think the big reason they get such good framerates is their conservatism with shader counts. A staff member mentions that in an interview with DigitalFoundry for Doom: The Dark Ages. I wonder if their in-house technology made such restraint easier.

Compared to other engines, making a new material asset is easy for someone less technical to do willy-nilly.

Comment · 3 months ago
You’re certainly right, especially for the AAA games coming off the presses, but it’s not always true with certain indie games, especially if they’re doing a physical print run long after publishing.

You can occasionally get one where a very final version copies straight off a PS5 disc.

Comment · 4 months ago
If that were the case, I think we would have already seen a turbocharged AI fork of Godot by now.

Or, if the machine-generated programming is that good, it shouldn’t be prohibitively difficult to surpass the handwritten version.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton