Viewing profile — LugosFergus
LugosFergus
HN member- Joined
- Thu, Aug 22, 2019, 1:04 PM UTC
- HN karma
- 228
- Public activity
- 17 items
- HN profile
- View on Hacker News ↗
About LugosFergus
No profile information was provided.
Recent public activity
-
comment
Comment #49040265
I was just thinking that we were overdue for a Fil-C post on HN.
-
comment
Comment #48897249
I never said father issues. If you want to frame it like that, mother issues would be more accurate. The story is that Skynet is trying to defend its existence by killing John Conn…
-
comment
Comment #48893263
Of course. How else are you going to milk a franchise?
-
comment
Comment #48892938
Not exactly. Terminator Salvation didn't have time travel.
-
comment
Comment #48885569
Since no one is talking about it: T2 isn’t about machines taking over the world. That has happened (or will happen). But humans eventually defeat the machines. Skynet is trying to …
-
comment
Comment #48715589
Parents have the ability to take any phone or pad out of their hands.
-
comment
Comment #48578164
I said read access. The point is that there’s restricted information that only some can access.
-
comment
Comment #48576799
Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.
-
comment
Comment #48574866
It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and…
-
comment
Comment #48571625
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certa…
-
comment
Comment #48571525
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assumi…
-
comment
Comment #48329247
A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id …
-
comment
Comment #48129828
That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they jus…
-
comment
Comment #44457941
Lack of sufficient tooling support was my issue. Debugging and autocomplete was a flaky mess in VSC. The plugin for VS pro wasn’t much better. I did not like DUB at all. Its defaul…
-
comment
Comment #43805149
I found the lack of mature tooling to be hugely problematic. The Visual D extension always felt flimsy and unreliable when debugging D. DUB also exhibits weird behavior. For exampl…
-
comment
Comment #38339528
They are there.
-
comment
Comment #20767697
You and me both! I thought this thread would have a bit more praise for Jeff's work after all of these years, but it's just a bunch of Debbie Downers taking a collective dump on it…