HN user

kkukshtel

428 karma

c#/unity/gamedev person

senior runtime eng at unity (il2cpp/coreclr)

also make my own engine, games, and gamedev tools

kylekukshtel.com

Posts27
Comments184
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www.npmjs.com 1mo ago

Show HN: KittyHTML – Render HTML/CSS as an inline image in your terminal

kkukshtel
2pts0
kkukshtel.substack.com 9mo ago

I got a golden ticket to the slop factory (thoughts on the Sora app)

kkukshtel
1pts0
kylekukshtel.com 10mo ago

Casual Productivity with LLMs

kkukshtel
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kylekukshtel.com 1y ago

Diffusion Models are the next frontier of AAA Gamedev

kkukshtel
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kylekukshtel.com 1y ago

Creating an AI 2027 Wargame with Gemini 2.5 and Claude Code

kkukshtel
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kylekukshtel.com 1y ago

Lessons learned after spending $200 vibecoding with Claude Code and Cline

kkukshtel
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kylekukshtel.com 1y ago

I wrote about what I learned from extensive use of Claude Code and Cline

kkukshtel
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www.loregrid.com 1y ago

Show HN: Generate a political compass of characters from a story prompt

kkukshtel
5pts0
www.gamedatapodcast.com 1y ago

Interview on building a simulation engine for Solium Infernum (4X strategy game)

kkukshtel
2pts0
kylekukshtel.com 1y ago

Compiling My C# Game Engine to WASM with NativeAOT-LLVM

kkukshtel
4pts0
old.reddit.com 1y ago

NJ Drone Sightings are (maybe) just Joby Air Taxis due to recent FAA rulings

kkukshtel
2pts1
www.gamedatapodcast.com 1y ago

Interview with Arnold Rauers (Tintytouchtales) on mobile game architecture

kkukshtel
5pts0
www.youtube.com 2y ago

All of Hades 2's Lua files are editable on disk [video]

kkukshtel
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kylekukshtel.com 2y ago

Thinking critically about GenAI in gamedev (and what it's good for)

kkukshtel
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pluralistic.net 2y ago

Cory Doctorow on AI Art and Copyright

kkukshtel
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www.youtube.com 2y ago

Show HN: I built a non-linear UI for StableDiffusion

kkukshtel
4pts1
news.ycombinator.com 2y ago

Ask HN: Is anyone using the Grayskull TPU for hobby projects? If so, what?

kkukshtel
2pts1
blog.kylekukshtel.com 2y ago

Spite-Driven Development

kkukshtel
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robhorning.substack.com 2y ago

"I am to human consideration what the generated images are to actual sandwiches"

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5pts1
mood.site 2y ago

Show HN: A simple, private, no-account-required, collaborative image gallery

kkukshtel
1pts0
mood.site 2y ago

Show HN: No-frills photo gallery site

kkukshtel
5pts1
store.steampowered.com 2y ago

Cantata: Factorio Meets Turn-Based Starcraft with a Sprinkle of Civilization

kkukshtel
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blog.kylekukshtel.com 3y ago

Creative AI's Potential in Independent Game Development

kkukshtel
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blog.kylekukshtel.com 3y ago

Heisenfunctions, Incremental Determinism, and the Future of Programming

kkukshtel
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blog.kylekukshtel.com 3y ago

Serendipitous Prompting for AI Image Generators

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rendered.substack.com 5y ago

Towards Accountability in the Development of Computing Tech and Creative Media

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marketplace.visualstudio.com 5y ago

Show HN: Depot – A Structured Data Editor Built into VS Code

kkukshtel
2pts1
Tiny Emulators 9 days ago

Sokol is the best, thank you for your ongoing work :) And please open a patreon or something!

I work professionally on game engines and also have my own custom engine. Watching the space for 15+ years, I would say that nearly _every_ custom game engine exists as a demonstration of graphics capability, not anything to do with improving the actual experience of game development. This is in part to do with the fact that working on 3D at all is a slippery slope towards continuing to work on graphics stuff.

DaVinci Resolve 21 2 months ago

The audio-driven animation stuff here is so nice. A year ago I went on a journey to produce a video podcast waveform based off the audio track, and the process was incredibly painful for no obvious reason. My hope here is that I can now just do this all within Fusion and not need to render this in an external tool.

Also nice is built in loop (ping pong) animations! No more duplicating keyframes!

https://kylekukshtel.com/building-video-podcast-resolve-audi...

Claude Opus 4.8 2 months ago

Not only this but hermetic checks on local machines for spot testing new models is becoming increasingly difficult, if not impossible.

- We have 0 visibility into what Anthropic does with our own prompts server side (do they return cached results from similar queries? Do we develop our own hot paths?).

- Local memory files are written independent of project directory and are acted on by the new models, even if old models wrote them

- CLAUDE.md files have varying degrees of efficiency and different models (and effort) treat them differently

- Our own git history "supports" newer models - ie if you have a larger body of work in git when you adopt a new model (like 4.8) than when you started from scratch with 4.6 or something, 4.8 may "appear" smarter when in fact you just have more evidence and signal about what you intend for a model to do.

Same boat — looking at both the product page and a lot of the comments here, people seem to miss how great C1 is (and how much better it has been than lightroom for years). So much of photo editing as well isnt just color touchups but media management, and I think C1's workflow is incredible and fast and doesn't really leave me wanting anything else.

I love (video) Resolve, but I dont see anything here where it has some of the great C1 features like "group by similarity" and other media management options.

Just taking this moment to share something I made from a similar point of frustration — https://mood.site

It's a free online photo gallery app where auth is done through URL query params. You make a board, it gets an edit key, and then if you share that url with anyone else (including grandma) they can upload photos without needing to make an account. You can drag and drop, use the upload button, and it works on mobile as well.

There are lots of other little features as well, but the core thing is just a dead simple (online) photo gallery tool. You can see some sample boards here:

https://mood.site/Prp_-CPS

https://mood.site/WvP4xd6x

https://mood.site/N3kHLWkJ

This is a really interesting idea. I wonder if something like Luau would be a good solution here - it's a typed version of Lua meant for sandboxing (built for Roblox scripting) that has a lot of guardrails on it.

https://luau.org/

This is basically the playbook of every "disruptive technology" startup or FAANG initiative of a similar stripe - set prices incredibly low to bleed out competition and gain market share, then raise them once you are in the dominant market position.

Great comment. The best part about it as well is that you could put this under basically anything ever submitted to hacker news and it would be relevant and cut to the absolute core of whatever is being discussed.

AI Usage Policy 6 months ago

This is one thing I find funny about all the discussion around AI watermarking. Yes for absolutely nefarious bad actors it is incredibly important, but what seems clear is that the majority of AI users do absolutely nothing to conceal obvious tells of AI generation. Turns out people are shameless!

Two immediate ones I can think of:

- The yellow hue/sepia tone of any image coming out of ChatGPT

- People responding to text by starting with "Good Question!" or inserting hard-to-memorize-or-type unicode symbols like → into text where they obviously wouldn't have used that and have no history of using it.

I'm so bullish on CUE. It seems like it's really solving the "code as configuration" problem properly and I think there are lots of other upside use cases around general data defintion components of it that make for typesafe authoring.

I like to tell people that all the AI stuff happening right now is capitalism actually working as intended for once. People competing on features and price where we arent yet in a monopoly/duopoly situation yet. Will it eventually go rotten? Probably — but it's nice that right now for the first time in a while it feels like companies are actually competing for my dollar.

Wanted to chime in here with some thoughts/clarifications as I'm the Enginnering Manager of the VM team at Unity, aka the team that is leading the charge on .NET Modernization and the CoreCLR transition (and also owns IL2CPP). Also speaking here as myself and obviously not on behalf of the company.

First thing is that CoreCLR is _very_ much an active development effort and we're committed to the roadmap we presented at Unite, with at least a CoreCLR-backed Player (aka, what you "Build" when you build your game with Unity) being delivered as a technical preview around the 6.7 release timing. This would basically mean being able to select "CoreCLR" as a scripting backend option (similar to IL2CPP) and see some of the upside and benefit the author mentions here.

That said, Unity isn't a pure C# environment. As lots of people know, there is a robust native layer underlying a lot of the managed (C#) code operating a pseudo-ECS design (not literally DOTS/Entites but an engine architecture thing). This means that a lot of the load-bearing code Unity-the-engine is running every frame is notably _not_ C# code, but instead native code that is, in a lot of cases, already very fast. This means that for tight loops of certain systems in the engine, moving to modern .NET isn't going to carry an implict performance increase of those systems. Said differently, CoreCLR isn't a magic performance bullet for Unity. What we like to say though is that "CoreCLR will make C# code faster", so if your game (or general scripting architecture like the author brings up, with lots of "loose" C#) is very C# dependent, you _will_ see a lot of benefit.

One thing we starting to investigate is how much performance there is to gain in Unity-the-engine by migrating legacy native C++ code to C# backed by CoreCLR. C# code can be a lot more maintainable and I'd be lying if I said that we really need _every_ managed->native->managed jump we do in the engine, especially with the performance benefit CoreCLR gives us. There are additional things as well like getting intrinsic-backed (or JIT'd) SIMD code for any C# we write with apis like Span<T>, covering for plenty on places in native code where we aren't directly checking for processor arch at runtime or the compiler misses some optimization. This is especially relevant as we also move the editor to CoreCLR, and obviously want it to be as fast as possible, and represents some of the attendant benefits of really focusing on .NET modernization.

Regardless, CoreCLR is very much the future of Unity and we're all very excited about it and the progress we're making. The player in 6.7 is the first step and there are lots of other parts (like modern C# lang versions) that will be major boons to development writ large. I (personally, as a game developer) see a lot of awesome things possible downstream of the shift and am (again, selfishly) very excited about what's possible.

This is the first time they've done this in a long time fwiw. So the answer is "they usually never worry about this because it never happens".

That said, they will also throw compiler warnings in console during build if you are using an all lowercase word with some small number of characters. I don't remember the exact trigger or warning, but it says something like "such words may be reserved for future use by the compiler" to disincentivize use.