Recent submissions

Comment · 16 days ago
Thank you! There are ~18 distinct puzzle types at the moment, and some have 3-4 variations - eg the midpoint one can be a straight line, an arc, or a combination like today's. It keep things pretty fresh, as it can be 3-4 days before the same type comes up again (with the exception of Set The Angle, which is every day).

I often wonder if I'll run out of ideas, but inspiration appears from nowhere and suddenly I've got 2-3 types more to try out. That said, there are quite a few ideas that have gone in the bin - it's surprising what the human mind can do effortlessly, or not at all - it can be very hard to find the right balance of difficulty or intuition. At the moment I'm adding 1-2 new types a week; I'm sure that'll slow down eventually.

Comment · 3 months ago
That's impressive! How have you been attracting players?
Comment · 4 months ago
> Why though? What does changing `and` to `&&` actually achieve? Were people confused?

Also consider AI, that has a greater training base of JavaScript than Lua. So making Lua look more like JS, should improve output and reduce mistakes.

Comment · 8 months ago
Don't they have a battery backup and a local buffer before uploading? It probably had its last footage still stored locally, using the remnants of power in its internal battery.
Comment · 9 months ago
Why are big chunks of Sam Francisco missing (eg around the bridge) missing from the example?
Comment · 1 year ago
Yeah the camera's horrible. I found myself snaking left and right just trying to walk in a straight line.
Comment · 2 years ago
Would this even work in the article's situation, where someone's MITMing SMS?
Comment · 2 years ago
Yes, have a look at ISPC - it's amazing. I especially like that it can generate code for multiple architectures and then select the best implementation at runtime for the CPU it's running on.
Comment · 2 years ago
What was the missing piece for "shader sharing"?

Would it be possible to build a web-hosted database of encountered shader configs against a game id, and have Dolphin fetch that list when a game launches and start doing async compilation?

When Dolphin encounters a new shader that wasn't in the db, it phones home to request it to be added it to the list.

I feel an automated sharing solution would build up coverage pretty quickly, and finding a stutter would eventually be considered an achievement - "no-one's been here before!"

Comment · 2 years ago
This looks fun! How do you get on with shipping outside the UK? Is there any trickiness with taxes, customs etc that you need to deal with?
Comment · 2 years ago
I found the same with this library. I'm not sure if it's missing documentation, unintuitive design or both, but I always found it a bit of a struggle to use beyond simple cases.
Comment · 2 years ago
> 2. Store metadata about the current a* search in the graph nodes themselves so you don't have to maintain in a separate associative array.

This might be suitable in some circumstances, but it mixes your hot & cold data, prevents concurrent searches from being performed. Personally I'd steer away from this without an extremely good reason.

Comment · 2 years ago
Most games ship textures in a GPU-friendly format such as DXT to avoid problems like this.
Comment · 3 years ago
Most software installers on Windows offer the user a "Install for this user"/"Install for all users" option, or will just install to the current user's appdata, which doesn't require admin rights.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton