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kimikimi

HN member
Joined
Thu, Mar 01, 2018, 12:28 PM UTC
HN karma
25
Public activity
9 items

About kimikimi

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Recent public activity

  1. comment
    Comment #23112002

    The Apple II was the defacto 8-bit machine of choice for most of the North American developers, when looking at the collected anecdotes(Origin, Interplay, SSI and many independents…

  2. comment
    Comment #23085833

    It was way more common to simply not attempt to organize projects in this way "BITD" - it complicates your build system because now it has to manage paths, which entangles it with …

  3. comment
    Comment #23064762

    It's a good question and infects all of our software "sacred cows." The underlying thing is that we keep driving ourselves to "forward progress" in the sense of a collaborative heg…

  4. comment
  5. comment
    Comment #16565832

    Visit Japan sometime. The packaged food is good and not heavily weighted towards the "sugar-cream" U.S. norms. Salty and umami flavors are preferred instead and you can pick up a d…

  6. comment
    Comment #16543733

    FWIW there's a scope threshold that many projects don't always have to cross that justifies using a "real" build tool - and it has to do with those "hairy" parts of file detection …

  7. comment
    Comment #16533370

    I would be coding now except that I'm travelling in Japan and have not figured out how to replicate my usual "visit Starbucks" pattern yet - they have cafes but not with power outl…

  8. comment
    Comment #16491478

    Most of the interesting optimizations specific to the problem domain of games (e.g. JPS, Theta*) appeared after 2000. Anyway, the path finding feature is not finished once you have…

  9. comment
    Comment #16491448

    A corollary to this is that the more a game looks and feels like a fallible piece of software, the more players will react to it like a piece of software, ushering you onto the "in…