Viewing profile — hurricaneSlider
hurricaneSlider
HN member- Joined
- Thu, Apr 23, 2015, 2:27 PM UTC
- HN karma
- 194
- Public activity
- 100 items
- HN profile
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About hurricaneSlider
Former CTO at https://stitch.money
Hobbyist game developer: http://ncthbrt.itch.io/
Recent public activity
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Comment #25317193
For scenarios where third party clients clients require delegated access to users, you can combine these two approaches, giving you the best of both worlds. For example we have con…
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Comment #24856428
If you're looking for a gitops alternative that can make use of AWS KMS, Azure KeyVault and Google Cloud KMS, would highly recommend kamus ( https://kamus.soluto.io/ ). Allows secr…
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Comment #24339722
Unity feels like it runs best on Windows to me. Metal bugs caused quite a few Unity issues for me when I was developing on a Mac. That was a year or so ago, so maybe the situation …
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Comment #23920034
That's fair. I haven't used it in that context.
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Comment #23916469
Have you looked at Hasura (hasura.io)? Allows you to carefully expose your database as an API, while allowing you to build serverless endpoints for validation, business logic and s…
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Comment #23582500
Seen a lot of comments to the effect that 30% is not a lot. But what about corporate taxes, what about things like the game engine getting a cut (often an additional 5%), etc? Appl…
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Comment #23492089
The transport API I was referring to was written in .NET Core. I think .NET core is great at what it does, but runs into the same kinds of problems that GraphQL tries to address fr…
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Comment #23488435
> usable only for internal projects where you have full control of who has access to your system, and can't bring it down because you forgot an authorization on a field somewhere o…
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Comment #22921756
Twitter allows you to import blocklists I believe. Some of these lists have been widely circulated.
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Comment #22217250
You've obviously put a lot of time and effort into building and documenting this framework. Would highly suggest adding more visuals and some way of very easily playing with runnab…
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Comment #20073877
And I think the engine is generally heading in the right direction now.
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Comment #20069198
> OTOH there's Unity, who never developed a large game themselves, only demos and samples. Possibly to the engine's detriment (though a cottage industry of add-ons in the assert st…
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Comment #19989007
Note to andrewpierno and Donny Mack. I'm not necessarily attacking you for copying legal notices, but it's important to ensure that such notices are accurate and relevant to your c…
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Comment #19985238
If you look at legal disclosures on the website ( https://seedcamp.io/disclosures ), it mentions AH Capital Management LLC. Which is the same company name as Andreessen Horowitz ( …
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Comment #19842280
The current version of `dotnet publish` allows you to specify a runtime identifier. It then proceeds to produce an executable for that runtime.
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Comment #19224552
Azure Web Apps are pretty close.
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Comment #19011138
Mono still exists for the same reason .NET 4.X still receives updates, amongst other things. It also has better mobile and crossplat support for targets outside of the server realm…
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Comment #19009041
Completely unnecessary racist comment. Removing just that one word would have made it acceptable.
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Comment #18784865
There actually has been a lot of work done to make it suitable for use cases such as 2d, racing, etc. An engine like unity basically provides utilities such as physically based ren…
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Comment #18784348
I guess I've only been exposed to the independent scene (which I would assert accounts probably for the majority of releases, if not the sales volume) That you're using a handrolle…
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Comment #18783362
Most game developers do not code their own engines. In fact unless you're doing something special (e.g. claybook, Miegakure, anything with true videos, or an unusual development pi…
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Comment #18779070
Haha actually did read it. But eyes must've skipped over the header.
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Comment #18776116
Thanks zozbot123
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Comment #18768105
Didn't write this but thought it was interesting as it seems to address pain points I've felt when building out a typed actor system (requirements for adapters, etc)