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Impossible

HN member
Joined
Sat, Apr 30, 2011, 3:55 AM UTC
HN karma
10,575
Public activity
1,769 items

About Impossible

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Recent public activity

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  4. comment
    Comment #31117073

    Pico-8 isn't super accessible as a game making platform, although it is a very accessible programming introduction platform. HN tends to over use "boilerplate" as Pico-8 has zero b…

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    Comment #30910136

    I always have a desktop computer and mostly can only do real work on desktop (graphics/VR/game programmer). Laptops are nice for portability so I always try to have one or two avai…

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    Comment #30892713

    All of these are used in the wild at various companies. Maybe these companies are entirely staffed by subpar engineers, but FAANG style whiteboarding is extremely gameable, especia…

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    Comment #30892659

    I had a lot of managers and higher level ICs explain calibration and rage quit (although it was long overdue) after an unfairly low review. There were extreme politics happening at…

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    Comment #29930563

    The platform is still web, even if it's not using HTML and CSS. The success of figma has lead to a lot of start ups targeting the web as there main platform, but using WASM (C++ or…

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    Comment #29786785

    Having worked at Facebook and seeing where they are headed I think the HN numbers are way off and this poll is mostly "what company does HN hate the most" not which is most likely …

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    Comment #29764829

    Nanite doesn't do any rendering on CPU and does a lot of work that is traditionally done on CPU (culling) on GPU. Nanite does use a software rasterizer for most triangles, but it r…

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    Comment #29526345

    This is one of the main advantages of using a lower level library like Vulkan or DX12. Higher level APIs like OpenGL and DX11 do a lot of work for you, but that work can result in …

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    Comment #29339000

    I agree with similar level of immersion, I actually think a lot of parser IF would translate to VR well (at a much greater cost). I thought that Andrew Plotkin's dual transform mig…

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    Comment #29184656

    When I worked on Call of Duty (~7 years ago) almost all of our source images were TGA. The runtime format that almost all games use are various block compressed formats (BC7, ASTC,…

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    Comment #29136764

    GC has a lot of issues, especially in engine level code, but in practice every game I've worked on or shipped has had at least one garbage collector running for UI or gameplay code…

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    Comment #29043453

    They are sold at a loss or at best at cost. $200 is possibly extreme, but I couldn't find a BOM estimate for Quest, so it could be much higher than that. This isn't unusual, most g…

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    Comment #29030166

    For b) assuming each Quest costs Meta around $400, and they are sending to 1B users, $400B, so about half their market cap and 10x yearly revenue :).

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    Comment #29004004

    It seems like you aren't associated with Epic? What's the long term outcome here? Have Epic take your PRs? Get hired\acquihired (it's unclear if you are a company or a group of hob…

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    Comment #28873776

    Quest is basically a game console and not a peripheral. Even "dumb" non-standalone HMDs like Index have complex software stacks for tracking, input and rendering (compositor). HN l…

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    Comment #28740929

    I believe this is what OP means by "covert" levels. There are no official levels but you were equivalent to senior principal even though you had no official level. Either all ICs a…

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    Comment #28678464

    VR with pass-through might still win this because it's more practical for work scenarios. Arguably this is still AR, but subtly different than HMDs with transparent displays.

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    Comment #28662199

    Playstation uses PSSL, which is basically HLSL with some slightly different semantics. It's possible to compile hlsl as pssl with a single (small) header file with some preprocesso…

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    Comment #28662128

    Vulkan supports both officially, although GLSL support is better. To be fair Vulkan kind of assumes the game engine shader compiler does most of the heavy lifting and using either …

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    Comment #28458140

    Miegakure was first shown at GDC in 2009. The first blog entry is also April 2009, so not as early as 2003, but it definitely began development in the late 2000s. It's been at leas…