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Ask HN: What “missing” technical solution(s) do you wish existed?

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Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#81
I'd like to see a "local cloud" computing system. Where CPUs/GPUs are stored in a rack on site and at each workstation is only a KVM + monitor plus a high bandwidth (say fiber optic) video link back to the cabinet.

This would be almost a regression back to mainframe days, but it could give everyone the power of a high-end workstation as well as save energy since most scenarios wont' have a 100% load factor. An office of 20 people probably never actually needs 20x (1CPU 1hdd, etc). You could buy one rack with 5 beefy workstations and have a much more efficient load factor. As long as you could keep the video link up, the users should never feel any lag.

edit: you'd also need a video-card multiplexer, so for the 20 worker scenario, you'd have one board with 5-10 gpus multiplexed to 20 fiber optic outputs (doesn't have to be fiber, but something high enough to give you 4k @ 60fps )

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#82
post #64
post #53

Earlier quoted context omitted.

I assume you're talking about a large 3d game? Are you using Unity3D? Because if you are, then building game assets involves scripting the Unity3D client itself, which is a huge pain in the ass. As for the git problem, why not use svn or perforce for the game assets? They handle binaries much better than git does.

Yes, it's a large 3d game made in the Source Engine. Luckily all tools are scriptable using bash. Using svn for the game assets would work but to build them we would still need the shaders for example, which would live in the git repository alongside the rest of the code of the game. The resulting problem is that the asset git/svn should be triggered to rebuild when the code git changes. I'm looking for a tool that c…

> Luckily all tools are scriptable using bash.

Lucky you. :)

This isn't a simple problem and I don't know of any one size fits all solution for this. From what I could tell, every company comes up with its own asset pipeline that fits with their art, code, test and release processes.

I came up with a half assed solution myself back when I was still working in games. We had a separate build server just for assets. It ran a script every hour that pulled down both the code and art repos and watched for changes in certain folders. The shaders, 3d models and textures were linked via naming conventions. Through those naming conventions, the system always knew where to find all of the relevant pieces of any given individual 3d asset (in theory, anyway). It would then create the assets and check them into a separate SVN repo. This system worked ok, but it had a number of problems.

One problem was the naming conventions. The artists didn't much pay attention to file names, so any new asset they created would inevitably not get built because it didn't adhere to the conventions. We thought about replacing the naming conventions with a json file describing every 3d asset, where their shaders were, where their 3d models were, any special settings, where they should be saved, etc. but that would have required either a GUI application to help manage it all or a coder whose job was to manage the data files. The former would have taken time and the latter wasn't much better than what we were doing already. We still needed a coder whose job it was to fix asset build issues, which would pop up on a regular basis.

Another issue we had was build revisions. Game builds are complicated enough and we added the additional complexity of having to specify a branch name and version number for the assets used. It doesn't seem like it would be an issue, except when you have parallel art work going on in parallel branches along with parallel dev work going on in parallel branches things break. In retrospect, we should have put our foot down and said there is only one official asset branch and all dev builds will use the latest version of that branch, but we didn't.

Sorry for the essay, but I hope it was of some use to you. If you ever come up with a universal asset pipeline, sell that sucker! :)

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#83
post #8

A solution for game assets building. Ideally it would be possible to build all assets (maps, models, textures, binaries) in a game from source files to the format that's distributed to people. Unfortunately due to the build times for certain things like maps it's not feasible to rebuild everything before every release. Combined with the fact that the files are relatively large means that we can't store everything in…

Have you looked at Git LFS? https://git-lfs.github.com/ GitLab have it in the Community and Commercial Editions: https://about.gitlab.com/2015/11/23/announcing-git-lfs-suppo...

I haven't yet, thanks for the suggestion, I'll look into it.

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#84
post #82
post #64

Earlier quoted context omitted.

Yes, it's a large 3d game made in the Source Engine. Luckily all tools are scriptable using bash. Using svn for the game assets would work but to build them we would still need the shaders for example, which would live in the git repository alongside the rest of the code of the game. The resulting problem is that the asset git/svn should be triggered to rebuild when the code git changes. I'm looking for a tool that c…

> Luckily all tools are scriptable using bash. Lucky you. :) This isn't a simple problem and I don't know of any one size fits all solution for this. From what I could tell, every company comes up with its own asset pipeline that fits with their art, code, test and release processes. I came up with a half assed solution myself back when I was still working in games. We had a separate build server just for assets. It…

Good to know other people also had the same problem. If I build it I'll certainly try selling it :)

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#85
post #77

I want a simple bug tracker that's hosted entirely within my VCS repository, with a fully featured web interface. There are a few abandoned projects like this, but they're all CLI-focused with view-only web at most. I want something better than just keeping a TODO file, not worse.

Have you looked at Fossil?

https://www.fossil-scm.org/index.html/doc/trunk/www/index.wi...

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#86
A peer to peer encrypted datastore that everyone can use to store their own metadata.

Facebook knows what movies I like and interests I have, Spotify knows what songs I listen to, Amazon knows what books I like to read. All of these pieces of data are currently silo'd and controlled by private corporations many of which can do whatever they like with that data.

I want a private encrypted datastore that does this instead. Peer to peer so nobody controls it or can kill it. And controlled by you so Government can't get access. You set up a node and contribute CPU power and disk space. Then you get a private address and key and can push small pieces of metadata to it. This data is mirrored and very redundant so it won't disappear if some nodes go offline.

Then any site can integrate with this store. People will build libraries to write to it with various languages and others will build websites which make it easy for the layman to store and get data from it. People could create online "metadata banks" so that less technical people don't have to run their own node. Integrating with this datastore will eventually be as easy as integrating with current oauth services.

Having one global system not controlled by anyone also means there's now a standardized way for any service to request access to your data. They don't have to specifically integrate with Facebook, Spotify, Bandcamp, Last.fm etc, they just have one integration point and you can choose what data you want to share with them.

And in theory it will live on forever so as future services grow and die your data doesn't die with it.

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#87
post #70

Earlier quoted context omitted.

I'm not sure why what I plug it into cannot have its own computing and storage power. There are wired caps on data too. In fact, why the heck did Apple sell a display and an iMac? Why not insert a processor board (a blade) into the display to turn it into an iMac? Why was the Mac Pro anything more than a bunch of slots for blades? I want to carry a small display, some storage, and computing power and be able to dock…

Hmm. That's an interesting idea. How would the phone and the PC work together, though? I could see it work if they were all the same architecture. Then you're just adding more ram and cores. Actually, the ram could be an issue. For example, say you're running a video editing program that's using 15gb of ram and you want to undock. You'd need some way of storing the state of the program and the ram its using when it's…

They wouldn't need to be the same architecture, but use a common means of communicating for coordinating tasks.

There's some precedent in the design of the Transputer plus daughterboards. Borrowing from the latter to handle the heterogenous nature of phone/PC pairings.

Making it hot-swappable would, of course, be a challenge. Using physical mechanisms to hold the device means that boards/phones/whatevers could be ejected safely only once various conditions (state saving, rerouting of data, etc.) were met.

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#88
post #68

In the age of Single Page Applications that work almost without any backend I am missing a BaaS - Backend as a Service, that would handle users (sign up, sign in, forgot password), their data (save some user generated data, load user generated data) and payment processing at the same time. Right now you could try to combine Kinvey with Stripe or Cognito with PayPal but it is not easy at all.

[deleted]

Re: Ask HN: What “missing” technical solution(s) do you wish existed?

#89
* standalone stream processing engine ("event sourcing", "complex event processing") that can run queries (similar to how relational database runs SQL queries) and works in publish-subscribe mode, one that is not a proof-of-concept by some researcher, but actually working software

* database for system logs (JSON documents) that is not as brittle as ElasticSearch and not as big of a memory hog

* topic map engine usable from Perl or Python

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