Viewing profile — Aardappel
Aardappel
HN member- Joined
- Tue, Feb 05, 2013, 10:22 PM UTC
- HN karma
- 748
- Public activity
- 259 items
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About Aardappel
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Recent public activity
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Comment #47338254
You'd prefer something more like Rust traits or Haskell Type Classes? I admit this was mostly out of simplicity/convenience/familiarity. If you're a Rust person, you'll appreciate …
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Comment #47300014
No. It is a fairly static language, with whole program compilation and optimization. The dynamic loading the parent refers to is like a new VM instance, very different from class/f…
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Comment #47299550
Even though this just showed up on HN (for the 10th time?) the Lobster project started in ~2010. No LLMs on the horizon back then. And while Lobster is a niche language LLMs don't …
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Comment #47298731
That is tricky with raytracing, since rays would need to be curved, and at least in this raytracer, ray steps are not all equal in size so doing that correctly could be very expens…
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Comment #47254641
While Voxile has off-grid blocks of voxels for monsters etc, it is much more serious about being on-grid for everything else. The entire world is entirely on-grid, single size voxe…
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Comment #47253262
Have you tried Teardown? Has incredibly good voxel physics. Definitely possible.
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Comment #47253232
Lobster is meant to be a more high level language than Rust, so encoding what you want 99% of the time in the type made sense. It also makes it easier for people to read, knowing t…
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Comment #47243973
Much appreciated :)
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Comment #47243951
Both! It uses an octree, and at the leaves are bricks of small voxels.
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Comment #47243946
Yup you could blur, but it is not cheap, and it doesn't feel very satisfying to look at blurry stuff in the distance. We have a "depth of field" implementation for when you're in d…
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Comment #47243936
A voxel is about 2 inches / 5cm in size. Yes there is a single world grid, so all world objects are axis aligned and same size. On top of that it can have floating "sprites" which …
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Comment #47242376
It's not intended to be a Minecraft clone.. if you look a bit closer than the initial visual impression, you'll see there are many differences in gameplay. As for the rating, yes w…
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Comment #47240985
With raytracing having a far render distance is actually fairly cheap and simple compared to polygonal worlds (good looking LOD is hard). Some reasons why we don't have a super far…
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Comment #47240721
Haha.. yeah entirely coded without AI so far, lets see how long we keep that up :P
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Comment #47240073
Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc. Right now the editor has a UI driven minimalistic language…
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Comment #45069817
Yes, that is a downside, but when you write very generic code being limited in what code you can write because it has to typecheck even for types that it doesn't apply to is one of…
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Comment #45069797
Would love to add Jolt at some point, yes. There's already bindings for Box2D in the "ph" namespace.
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Comment #45069773
if you find in files for "phong" you should be able to find samples that use it.. the actual shader is in data/shaders/default.materials
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Comment #45067509
In Lobster, this is `for(m) i: print(i)` Or simply `for(m): print(_)` The syntax comes from the observation that even in C-like languages, 99% of the time I want to iterate over th…
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Comment #45059656
In Lobster you must initialize a variable declaration. Now you can produce your bad case with `var x = nil`, but that is undesirable because nil types must be explicitly checked at…
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Comment #45059533
Yes the author :) I make both programming languages and games / engines / maps..
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Comment #45059519
Yes, its somewhat similar, monomorphic specialization. I am sure it has some limitations, but it is pretty powerful, it can even do things C++ can't, like have a type error in a br…
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Comment #45059459
Seen by creator :) It comes with a tiny minecraft clone in Agreed it could use more actual game examples. I've written a ton of game prototypes in it, and some could do with open s…
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Comment #45059440
the "gl" namespace is really a bit of misnomer since it is much higher level API than OpenGL, and does not really depend on OpenGL. It could pretty easily run on another API undern…
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Comment #45059410
Yup, it generally inlines lambdas passed to custom control flow functions, so it ends up pretty similar to hand-written. The name does not refer to anything in particular :)