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Yikes and a link in their post just downloads a file. I don't like this.

Hey my bad, it's fixed now! Eve deployed it on my account as a static site (hosted in cloudflare R2) but the cloudflare worker wasn't pointing at it correctly, which led to a weird fallback behavior from cloudflare where it just gives back an empty file (zero bytes). Fixed :)

Right…it was “Eve” who did it.

Maybe spend more than twelve seconds looking at the slop your LLM produces before posting it where people might click?


Be kind. Don't be snarky. Converse curiously; don't cross-examine. Edit out swipes.

Comments should get more thoughtful and substantive, not less, as a topic gets more divisive.

Please don't fulminate. Please don't sneer, including at the rest of the community.

Please don't post shallow dismissals, especially of other people's work. A good critical comment teaches us something.

https://news.ycombinator.com/newsguidelines.html


Looking forward to when Unity will migrate to CoreCLR. Soon!

https://www.youtube.com/watch?v=_t6xVfrmEWU


That soon is like a decade in the making.

And with many folks going into alternatives like Godot, it means C# ends up losing the mindshare it got.

Yes, you can use C# with Godot, but most folks end up with GDScript, or GDextension.


Iirc Godot is taking the approach from both sides however and also working on a libgodot which will allow a "bring your own runtime" which I'm much more interested in than the integrated "environments" that are Unity and Godot today. I'm likely in the minority though as they only started making a library export after the all in one environment was stable enough...

Godot is nowhere near to something like C# HPC, Jobs and Burst. And I’m afraid even GDExtension can’t help with that. At least not with Godot’s scene structure which prioritises simplicity over performance.

I agree, however most indies don't need them, and most pros are getting into Unreal instead.

Also something like Burst is a workaround for using Mono with C#, which gets solved in Godot with C++.

How's the whole DOTS adoption going?


>gets solved in Godot with C++

if only by rewriting half of the Godot codebase. With design choices they made, Godot will never be performant enough for RTS/Crown simulation games.

https://github.com/godotengine/godot/issues/101494

>How's the whole DOTS adoption going?

I'm quite impressed to what people build on top of it: https://github.com/Dreaming381/Latios-Framework https://assetstore.unity.com/packages/tools/animation/mesh-a... and many more


I like your site a lot!


David Sherret leaving as well

https://bsky.app/profile/dsherret.bsky.social/post/3mhbms5ph...

And Phil Hawksworth leaving as well

https://bsky.app/profile/philhawksworth.dev/post/3mhbamlutok...

Something is going on.


Thanks, I added them to the title.


37signals has open sourced theirs here

https://github.com/basecamp/policies

It hasn’t been updated in a while but they are a good starting point.


Those look pretty good, I read through the privacy policy and it covers just about everything I would think of.

Still, if it is for commercial use I'd pass it by the lawyers to make sure it has been vetted.


I got the same issue, it returns a HTTP 429 Too Many Requests


Why was the original comment flagged? They had a valid and relevant point.


Fun game! I could never quite clear the 0.0030 threshold. I wonder how much screen quality/calibration impacts it.


A lot. My scores:

- 0.0028 on my MacBook pro screen

- 0.0045 on my Dell monitor

- 0.0033 on my Pixel 10 pro

And those scores are pretty consistent.


Didn't know, feel free to delete


https://ameye.dev

I write about computer graphics, rendering and Unity! Sometimes other stuff


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