HN user

NorwegianDude

1,206 karma
Posts0
Comments367
View on HN
No posts found.

I've been running a small game dev studio for ~20 years, and the one change I think must be made, is to ban the usage of "buy" when it comes to games. Games are licensed, not bought, and that should be crystal clear to those who are paying.

Most of the games people play runs using proprietary software and/or licenses, and often on very specific hardware, with game features that makes sense for the amount of players the game has. Requiring that people should be able to play such games if the company stops running it would completely change and limit how games are developed, and in many cases require a completely different version of the game to be co-developed in case people stop playing it. It would with 100 % certainty result in slower development, fewer games, and worse games.

I do of course think that developers should try to make games playable without the company being involved, within reason. Some games that do not have licensing issues or complicated server backends as a requirement could be made available without too much work. But for things like e.g. MMORPGs it's nearly impossible. If your ever developed bigger software systems you know how many moving parts are involved, so just imagine the difficulty of making it work on consumer machines...

Claude Sonnet 5 23 days ago

A common extreme misconception is that inference is expensive and that providers are loosing a lot of money. Inference is extremely lucrative and profitable.

But you are talking about Europe. If the US and Europe were to cut all ties they would both face some serious consequences, and the US wouldn't be able to do anything about that, not strategically or military. The US need trust in order to function, and attacking would loose them all trust globally, making it much much more severe than anything any other nations would struggle with.

The proper way to implement it is to issue digital IDs and use ZK proofs to verify the age. That way the service doesn't know anything other that the fact that you have an official digital ID and that you are at least a certain age. The ID issuer does not need to be involved in anything other than issuing the ID, making it perfect when it comes to privacy, while still fulfilling the goal of having an age limit.

If this is built on open standards, so that anyone can use it for free, it would be a big positive step forward for everyone.

A dark, but not totally unfair take: It makes it easier for Apple to take payment for the models others provide, and even allows Apple, if they want to, to use the data to build a dataset for training their own models based on how users use third party models. It's only on Apple devices this API is used, so they split up the market by not letting developers use the same system if they want things to work on iOS, locking users even more in.

The company reiterated that Apple Intelligence relies on on-device processing and Private Cloud Compute, with a promise that user data is only used to execute the immediate request and is not accessible to Apple or third parties. Apple added that outside experts can verify those privacy guarantees "at any time."

Yes, the "Apple needs to look at your data to do this, but we don't have any way to look at the data if we wanted to". That's impossible, unless they open souce iOS and let people take control over their devices, and let people self host inference, so people can check that there is no network traffic. If it is as they say, they could let people host it without any downsides.

Dav2d 2 months ago

Hacker news doesn't generate much traffic, despite what people are saying.

The host here has a limit of 160000 files served each day. That is extremely low. If the site has an icon, css, a js file and a few images it's 10 files each visit. That's will limit it to 16k visits/day. If there are more files loaded it might just handle a few thousand visits, and they have received more than that from HN now.

Noctua wants their fans to last for many years, spinning at 2K rpm, with heat.

Being able to produce something with lower tolerance is one thing. Making it work long term at ~10 m/s and ~200G is another thing. Have you ever been in a car that brakes really hard? You'll move. Now, multiply that force by 100 and you'll get around what the fans must sustain over time.

A simple LAMP stack can give you <1ms page loads for most applications. Even 15 years ago you could serve over 100k/rps of lightweight PHP pages from a low end server.

It's especially bad considering the US had already taken out 100 % of Iran's military capabilities, according to the official statements.

What a clown show...

I worked at a startup, they built their API in PHP because it was easy and fast. Now they're successful, app doesn't scale, high latency etc. What does their php code do? 95% of it is calling a DB.

So PHP worked perfectly, but the DB is slow? Your DB isn't going any faster by switching to something else, if that's what you think.

PHP is the future, where React has been heading for years.

Qwen3.5 27B works very well, to the point that if you use money on Claude 4.5 Haiku you could save hundreds of USD each day by running it yourself on a consumer GPU at home.

I guess this might be a decent way to farm data? Those with larger OSS projects usually have better code quality, making it easier to create a dataset with maybe higher quality for training. Considering how often people leak data to the LLM services it's also an amazing way to get backdoors into many OSS projects.

Fun challenge, but running the benchmark on Apple hardware is a weird decision as Apple doesn't even have server hardware. Would make much more sense to run it on a dedicated Linux box as that is more accessible and more realistic.

To be fair, he's completely right. I have a lot of experience with IE6 and safari on iOS, and while IE6 was bad and did weird shit, Safari is much worse. It's amazing that things can work in any browser, without ever even thinking about it, but then on Safari you get weird behaviour, straight up rendering bugs because of some weird race conditions with the engine or even crashes.

The latest issue that I've noticed yesterday is the button nav bar on the screen when running PWAs. The button is over the bottom navbar of the PWA, and despite apple themselves coming up with the API to inform the browser about safe display areas, it doesn't work in PWAs on iOS. PWA mode on iOS != non PWA on iOS. They often behave completely different and you often have to use JS for basic things to work, like clicking a link(yup, this was a thing for years).

If you're looking up values from a 3 GB DB, most would have to hit RAM. Lookups form a hash map can be fast, but SQLite does quite a bit more than just a hash map lookup, and it would usually hit RAM, not L3 cache.

You could always allow users to choose the amount and just include the transaction fee.

I'd be happy to do that, but it's not really as simple as it seems. Multiple of my payment providers have fees I'm not allowed to disclose, and the same Norwegian Consumer Council has also repeatedly stated that they do not want payment fees to be passed on to the consumer as that might be unfair to those who can't use specific payment options. They are passed on to the consumer either way, so... That's the only reason I don't provide tiny purchases, as the fees will result in negative value of the sale. But again, I'd be happy if I could just add fees to the price so that people could just buy exactly the amount they want.

If card networks are operating in the country, they'd have to abide by the country's rules too. Yes, but currently the laws are not compatible. You can't follow one without breaking the other.

The problem isn't displaying a price, but how to do it in a way that makes sense. It doesn't really make anything more clear when it's called the same thing as the currency in game and has no fixed conversion because of fees making up a larger cut for small purchases. The Norwegian Consumer Council want's users to be able to buy the smalles unit of currency if thwy want, but that must be relatively very expensive because of the fees. They alsy want prices to reflect the most expensive method of acquisition of the currency. This will 100 % result in totally unrealistic prices, that are easy to confuse with the in game currency. It's clearly easier if you buy a fixed bundle of 1000 "gold coins" for $10, and the price is listed as "Buy a $500 paiting for 100 gold coins" instead of "Buy a $500 paiting for 100 gold coins($50 real money)".