Live data from Hacker News

Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

github.com

291–300 of 302 posts

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#291

Earlier quoted context omitted.

Still seems weird to give fable credit when the heavy lifting was already done.

The port was done by Fable.

Only the port from macOS to iOS, which tbh is absolutely trivial and really wouldn't require a recent LLM.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#292
post #70

In the old days this would have required a proper team...

No, it would have required one person and maybe 2 or 3 evenings.

Check the commit history what the project actually added on top of the already existing Linux+macOS port which it forked from. It's a handful commits and comes down to a few dozen to a few hundred lines of actual code changs.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#293
post #3

> rendering DirectX 8 → DXVK → Vulkan → MoltenVK → Metal Another great case study in why native Vulkan drivers would be a boon for Apple's mobile computing. That's quite the render pipeline...

If this would be an actual LLM-generated port, it should have been trivial to replace this Jenga tower with a direct D3D8 to Metal shim (or replace the D3D8 renderer alltogether with a Metal renderer).

Also native Vulkan support on macOS would only have removed one step in that render pipeline. Besides, I bet if Apple would offer a native Vulkan API, it wouldn't look much different than Khronos' solutions (MoltenVK or KosmicKrisp), e.g. Apple's solution would almost certainly be a shim on top of Metal, just like their GL/GLES or D3D12 implementations.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#294

Earlier quoted context omitted.

There are multiple levels to the irrelevance of your reply.

The irony!

- I agree that trying to hamfist a poorly-engineered game-like rendering engine into Claude Code was not wise - hence my agreement in my initial post that "Claude Code is seemingly currently not very well-engineered".

- All of the stuff unrelated to rendering/display is the complicated stuff I was referring to. It's actually not easy to get an agentic harness (even one with, say, the simplest TUI imaginable) to work as well as Claude Code and Codex do.

- I included "necessarily has to be" to separate the two - it does not necessarily need to have a weird buggy rendering engine thing, it does necessarily need to have lots of careful agentic massaging.

- I do not understand how the implication "writing a game engine is easier than writing Claude Code" could have been drawn from my reply.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#295

Earlier quoted context omitted.

Completely unrelated but I find it amusing in a good way that Oblivion is recognized more favorably now. I never understood the disregard for it (horse armor nonsense aside), as it has a very compelling, unique atmosphere and a not so terrible storyline/writing.

> unique atmosphere You can only say unique atmosphere if you haven't played Morrowind :) Add to that the level scaling stuff that simply kills any sense of progression. Btw did you know that the optimal for Oblivion's main storyline is to not level at all, or at best level to 4? Because otherwise the enemies level scale but the NPC you're supposed to protect doesn't.

Yeah the "class" system where the optimal route is to make your primary stats the ones you don't intend to use is the cherry on top of oblivion's stupid level scaling.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#296

Earlier quoted context omitted.

> unique atmosphere You can only say unique atmosphere if you haven't played Morrowind :) Add to that the level scaling stuff that simply kills any sense of progression. Btw did you know that the optimal for Oblivion's main storyline is to not level at all, or at best level to 4? Because otherwise the enemies level scale but the NPC you're supposed to protect doesn't.

Yeah the "class" system where the optimal route is to make your primary stats the ones you don't intend to use is the cherry on top of oblivion's stupid level scaling.

... and as a consequence, if you play how you like and don't level up optimally, the level scaled mobs will oneshot you later because they have the same level as you and they are optimally leveled up ...

I believe they somewhat fixed it in Skyrim, but at the same time they made the world even more bland and generic northern fantasy. I've played a bit of both Oblivion and Skyrim and from what I remember Oblivion had colours while Skyrim doesn't.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#297
post #93
post #35

Earlier quoted context omitted.

FYI, AI isn't fond of a goddamn thing. They have token prediction quirks that don't follow typical English.

Few ever cared. Find one non-pedant who would object to the personification that follows: "The evening settled over the city, drawing the light out of the streets one corner at a time. Windows blinked awake with lamplight, and the wind moved through the alleys restlessly, leaves brushing against walls before gathering themselves along the pavement. In the distance, the river kept its steady argument with the stone em…

It annoys me more that: - "The wind moved through the alleys restlessly" rather than "the wind moved restlessly through the alleys". - "The evening drew the light" _from_, not _out of_ the streets. The light is not _inside_ the streets, unless perhaps you're talking about streetlights going out. - _Themselves_ is unnecessary. - _The river kept its steady argument_ also sounds off to me, but I don't have a better suggestion (_kept up_ doesn't sound any better).

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#298
post #297
post #93

Earlier quoted context omitted.

Few ever cared. Find one non-pedant who would object to the personification that follows: "The evening settled over the city, drawing the light out of the streets one corner at a time. Windows blinked awake with lamplight, and the wind moved through the alleys restlessly, leaves brushing against walls before gathering themselves along the pavement. In the distance, the river kept its steady argument with the stone em…

It annoys me more that: - "The wind moved through the alleys restlessly" rather than "the wind moved restlessly through the alleys". - "The evening drew the light" _from_, not _out of_ the streets. The light is not _inside_ the streets, unless perhaps you're talking about streetlights going out. - _Themselves_ is unnecessary. - _The river kept its steady argument_ also sounds off to me, but I don't have a better sugg…

That's fair, but the point wasn't to provide the best possible literature, just something good enough to show it's unobjectionable to speak of things as if they have a mind even when the things are obviously mindless to anyone who isn't a panpsychist.

Re: Command and Conquer Generals natively ported to macOS, iPhone, iPad using Fable

#300
post #43

Earlier quoted context omitted.

I thought it was just Opus 4.7 and 4.8 that did this. Do other models do this too? Anyway: in my case Opus absolutely did not follow a similar instruction in the CLAUDE.md file. (But then again: it hardly followed _any_ CLAUDE.md instruction properly)

In all my CLAUDE.md and AGENTS.md files I have a line to fix pre-existing issues. I don’t know what it is but every agent I’ve tried through Claude code (including deepseek and GLM) will actively try to avoid fixing pre-existing issues. I even added hooks to Claude and git to try to get them fixed. If I leave a bailout for myself agents will find it sit and ask if it can push with no-verify or an environment variable…

[flagged]
Post reply on HN