Live data from Hacker News

Viewing profile — Aardappel

Aardappel

HN member
Joined
Tue, Feb 05, 2013, 10:22 PM UTC
HN karma
748
Public activity
259 items

About Aardappel

No profile information was provided.

Recent public activity

  1. comment
    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 …

  2. comment
    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…

  3. comment
    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 …

  4. comment
    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…

  5. comment
    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…

  6. comment
    Comment #47253262

    Have you tried Teardown? Has incredibly good voxel physics. Definitely possible.

  7. comment
    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…

  8. comment
    Comment #47243973

    Much appreciated :)

  9. comment
    Comment #47243951

    Both! It uses an octree, and at the leaves are bricks of small voxels.

  10. comment
    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…

  11. comment
    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 …

  12. comment
    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…

  13. comment
    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…

  14. comment
    Comment #47240721

    Haha.. yeah entirely coded without AI so far, lets see how long we keep that up :P

  15. comment
    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…

  16. comment
    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…

  17. comment
    Comment #45069797

    Would love to add Jolt at some point, yes. There's already bindings for Box2D in the "ph" namespace.

  18. comment
    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

  19. comment
    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…

  20. comment
    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…

  21. comment
    Comment #45059533

    Yes the author :) I make both programming languages and games / engines / maps..

  22. comment
    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…

  23. comment
    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…

  24. comment
    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…

  25. comment
    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 :)