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fgsfdsfgsfds

HN member
Joined
Tue, May 12, 2015, 8:20 AM UTC
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85
Public activity
14 items

About fgsfdsfgsfds

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Recent public activity

  1. comment
    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…

  2. comment
    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…

  3. comment
    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…

  4. comment
    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…

  5. comment
    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…

  6. comment
    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…

  7. comment
    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…

  8. comment
    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 …

  9. comment
    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…

  10. comment
    Comment #9531855

    Because you commented before reading the link.

  11. comment
    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…

  12. comment
    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…

  13. comment
    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…

  14. comment
    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…