Viewing profile — mvx64
mvx64
HN member- Joined
- Tue, Sep 16, 2025, 10:02 PM UTC
- HN karma
- 33
- Public activity
- 23 items
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About mvx64
Recent public activity
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Comment #48057056
Works amazingly well: https://bsky.app/profile/mentalvertex.bsky.social/post/3lzvb...
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Comment #46098224
I know I am in the minority and my uses/needs/requirements are not average, but I am perfectly fine with running Xubuntu on the following hardware: 1) 4GB 2011 Thinkpad with HDD (y…
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Comment #45830117
I found out about profiles recently and I just couldn't believe that that's the standard way to access them. Also, it's not obvious which profile you are currently on, so there are…
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Comment #45667169
Shout out to King's Crook [1], a cool project using a custom C software renderer only using integers [1] https://kingscrook.itch.io/kings-crook
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Comment #45667100
If you keep resolution low, manage your scene complexity carefully and commit to the art style, you can make reasonable 3D games that run even on 20 year old hardware. I did so as …
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Comment #45301801
It would be cool indeed, I played around with !include_str and co. and works as expected. It wouldn't be possible for the user to modify the assets though, and to save the settings…
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Comment #45283078
Understandable. That's kind of the goal, the gameplay is very shallow complexity-wise, so raw responses/difficulty is one way to put some playing time into it. There are some metho…
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Comment #45282420
Nice discussions! I've seen many of these projects lately around related communities. Happy to see a trend around this, as I really think there is actual merit in the topic. My pro…
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Comment #45282030
Interesting, I will look more into this. To be honest, grepping the source, I found a couple of places with for x in &myvec. Probably tried them while learning the language, they w…
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Comment #45281923
Thanks for trying it out. It's a regular inverse square law, no tricks. The numbers (masses, distance) determine the final acceleration but not the actual trend of the curve. I've …
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Comment #45276678
Actually yes! I use it when passing a texture into a draw function. I have a TexOrColor enum, and when calling the function you either provide an &Image or a &Color. Before that, i…
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Comment #45276555
You mean implicitly? I am aware that idiomatic Rust strongly prefers iterators over indices for performance, but in my case, the only place where it really matters is when counting…
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Comment #45276305
I'll see if I can produce a reasonably readable stripped down version (the lib + an example scene) and I might be back soon ;)
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Comment #45275866
Right, it's a spectrum, you can't avoid some things (and rightly so). Another soft rule: no member functions (except for the Scenes); structs are only data, all functions are free …
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Comment #45274969
It's all single threaded. Just structs being passed around. For example, the mesh drawing call is: drawmeshindexed(m: &Mesh, mat: &Mat4x4, tex: &Image, uv_off: &TexCoord, li: &Ligh…
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Comment #45274054
It's a very procedural style. I have not used: iterators, lifetimes, Arcs/Boxes/RefCells and whatnot, any kind of generics, data structures other than vecs/arrays, async, and many …
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Comment #45273868
Yeah it should be just a simple cargo build. But for the same reason it should be playable through any emulator/translation/VM layer as you mentioned.
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Comment #45273852
Didn't know this, but I'd rather not use github to be honest. Isn't there also some kind of signing required to publish a Mac build?
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Comment #45273831
The game-side code, not really (I am ashamed of reading it myself). The engine-side is a bit less shameful, but I'd rather not as I mentioned elsewhere, especially on github. I may…
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Comment #45272997
I have considered getting a Mac in the past (even a very old Air) to make and, most importantly test, Mac builds, but I never got to it and cross-compiling to Mac seems like a pain…
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Comment #45272932
Thanks! For several reasons, most probably and regrettably no, for now at least. More than happy to talk about any specific part however (e.g. how scenes are handled, the code itse…
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Show HN: A PSX/DOS style 3D game written in Rust with a custom software renderer
So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progres…
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