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mvx64

HN member
Joined
Tue, Sep 16, 2025, 10:02 PM UTC
HN karma
33
Public activity
23 items

About mvx64

https://bsky.app/profile/mentalvertex.bsky.social

Recent public activity

  1. comment
    Comment #48057056

    Works amazingly well: https://bsky.app/profile/mentalvertex.bsky.social/post/3lzvb...

  2. comment
    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…

  3. comment
    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…

  4. comment
    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

  5. comment
    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 …

  6. comment
    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…

  7. comment
    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…

  8. comment
    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…

  9. comment
    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…

  10. comment
    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 …

  11. comment
    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…

  12. comment
    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…

  13. comment
    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 ;)

  14. comment
    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 …

  15. comment
    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…

  16. comment
    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 …

  17. comment
    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.

  18. comment
    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?

  19. comment
    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…

  20. comment
    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…

  21. comment
    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…

  22. story
    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…

  23. story