Viewing profile — fgsfdsfgsfds
fgsfdsfgsfds
HN member- Joined
- Tue, May 12, 2015, 8:20 AM UTC
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- 85
- Public activity
- 14 items
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About fgsfdsfgsfds
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Recent public activity
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Comment #9536983
I have no idea, sorry. It would be very interesting if it were true, but it sounds like a bit of an urban legend. Working within the constraints of limited resources seemed to be a…
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Comment #9536849
Thank you for sharing your experience. Pencil mileage is a great way to sum up the difference between the two traditions. Sorry for sounding so down on Western animation; it's true…
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Comment #9535788
yeah man who the fuk has time to read two whole PAGES of words this aint social studies LMAO #yolo ☺☺☺☺☺☺☺☺☺☺☺☺ can i get the sparknotes for your middlebrow hacker news dismissal i…
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Comment #9535274
You hit the nail on the head. Funding is also a big part of it. It's much easier to get funding for a mobile game than for an indie PC game, even though the mobile game is signific…
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Comment #9535218
I meant to imply that they (in the typical case) don't really have an interest in games as a medium, and are simply looking for small distractions to fill gaps in their lives. If t…
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Comment #9534939
That's fair, but if you want to make art, there's no sense in trying to appeal to everyone. The guy that disregards pixel art probably wouldn't see your traditional art for what it…
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Comment #9534852
A fundamental difference between Japanese and Western animation is their approach to motion. Western animation emphasized fluid motion, attempting to stick to the maximum framerate…
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Comment #9534501
Sounds like they should have been developing for PC instead of mobile. The average mobile user plays exploitative "freemium" garbage to kill time in lines. How can you expect them …
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Comment #9532939
I hate this attitude. It reeks of privilege and naivety of the working world outside the speaker's bubble, which is especially ironic considering that its proponents are usually ve…
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Comment #9531855
Because you commented before reading the link.
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Comment #9531837
No, I was talking about iterating over an array of objects calling their virtual functions (or either of the additional cases listed above). Of course it's easy to "do the right th…
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Comment #9531754
I didn't say they were dynamically sized. You could either have objects of the same type, but with virtual functions, or you could make a union of all applicable objects (thus guar…
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Comment #9530351
> you would store the concrete structs continously in Rust as well. Rust would also not waste space in the vector for storing a vtable-pointer, and would instead construct fat poin…
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Comment #9530239
That's assuming that a "full pointer" (i.e. an unpredictable address to an arbitrary point in heap memory) is the only way to get a reference to an object. What about if you want t…