Viewing profile — aarongeisler
aarongeisler
HN member- Joined
- Thu, Jan 24, 2013, 7:52 AM UTC
- HN karma
- 80
- Public activity
- 31 items
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About aarongeisler
Recent public activity
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Comment #49024671
I still write games using OpenGL for the reasons described in the comments here. I've had very good results with it despite it being "old". It works on my MacBook, PC, and SteamDec…
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Comment #48984726
I've had to wrestle with float precision issues writing physics code for games. Single precision floats do not behave well when you are doing calculations far from the origin (espe…
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Comment #43560709
Yes, same experience. I recently played a "Wolfenstein" clone that frequently dipped into the the 30-60 fps range on my 3080. The original Wolfenstein used to run on a 386 if I'm n…
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Ask HN: Game devs, how do you approach optimization? What would make it better?
Game devs, how do you ensure your game performs well across your player base? By perform well, I mean achieving consistent frame rates and reasonable load times (and free of other …
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Comment #43343336
Thank you for sharing this. I linked it from my list of resources for C-based game development: https://github.com/aaron9000/c-game-resources
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Comment #42888188
Yep, familiar with this one - one of the best out there!
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Comment #42888122
I hope this catches on. For whatever reason, I haven't come across many gamedev-focused sites with good content. The gamedev subreddit is particularly disappointing. Feebdack: agre…
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Comment #41997668
Agreed. Even with a top-end GPU I almost always turn off RT features. I expect we will continue to see hybrid RT approaches for the foreseeable future.
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Comment #41994612
Great post. There are lots of nostalgic game references here. I still remember being blown away by the shadows in the N64 Zelda many years ago. I expect area lights and soft shadow…
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Comment #41371247
This looks great! I am a big fan of the single header format. I've linked Clay from my list of game resources for C developers. Cheers! https://github.com/aaron9000/c-game-resource…
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Comment #40172993
Thank you, I will check these out - love what you are doing. Please keep it up.
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Comment #40169818
This is great! I added the link to my list of free game dev resources: https://github.com/aaron9000/c-game-resources Is there a tool you used to create these materials that you wou…
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Comment #34113490
Yep! No issues with the Steam Overlay.
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Comment #34111006
I use Nuklear for a Steam game I made in C. It worked well for my needs but there are a few things I still haven't figured out yet - like rendering centered multi-line text. Locali…
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Comment #33887964
I'm not suggesting C is better or that I made the correct choice here. My takeaway is that C is "doable" but not the most practical.
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Comment #33887920
I updated the post - really appreciate the attention to detail.
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Comment #33887848
That makes a lot of sense. Any resources you would recommend? I am getting tired of making C "wrappers" to work with C++ SDKs. Will probably need to bite the bullet on this.
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Comment #33887030
You are correct in the case of nested pointers. I am using primitive types nearly exclusively. Good observation!
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Comment #33879466
Reflections on building and publishing a game using a 50 year old language.
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Comment #19059530
LeaseLock | Software Engineers (all disciplines), Head of Product | Los Angeles, CA | ONSITE About the company: LeaseLock replaces security deposits with insurance. Renters save th…
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Comment #18808740
LeaseLock | Software Engineers (all disciplines), Head of Product | Los Angeles, CA | ONSITE About the company: LeaseLock replaces security deposits with insurance. Renters save th…
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Comment #13905334
I really like this. This would've been handy as a student. I definitely prefer this to a textbook.
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Comment #13746837
Amen
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Comment #13739020
From my experience (on the hiring side), the good recruiters were autonomous and sourced qualified people. Bad recruiters wasted my team's time and brought and endless stream of un…