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hurricaneSlider

HN member
Joined
Thu, Apr 23, 2015, 2:27 PM UTC
HN karma
194
Public activity
100 items

About hurricaneSlider

CEO at game tooling startup https://wbbl.co

Former CTO at https://stitch.money

Hobbyist game developer: http://ncthbrt.itch.io/

Recent public activity

  1. comment
    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…

  2. comment
    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…

  3. comment
    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 …

  4. comment
    Comment #23920034

    That's fair. I haven't used it in that context.

  5. comment
    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…

  6. comment
    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…

  7. comment
    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…

  8. comment
    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…

  9. comment
    Comment #22921756

    Twitter allows you to import blocklists I believe. Some of these lists have been widely circulated.

  10. comment
    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…

  11. story
  12. comment
    Comment #20073877

    And I think the engine is generally heading in the right direction now.

  13. comment
    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…

  14. comment
    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…

  15. comment
    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 ( …

  16. comment
    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.

  17. comment
    Comment #19224552

    Azure Web Apps are pretty close.

  18. comment
    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…

  19. comment
    Comment #19009041

    Completely unnecessary racist comment. Removing just that one word would have made it acceptable.

  20. comment
    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…

  21. comment
    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…

  22. comment
    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…

  23. comment
    Comment #18779070

    Haha actually did read it. But eyes must've skipped over the header.

  24. comment
    Comment #18776116

    Thanks zozbot123

  25. comment
    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)