HN user

liamkf

49 karma
Posts1
Comments17
View on HN

Agreed that the number sold is high! Although of the sold ones I clicked on 3/4 were no longer online at all, so I would guess the amounts sold for vary widely.

Still… it’s a pretty fun list!

Matches my brief FAANG experience well: the vast amount of time devoted to performance reviews and the gaming of them versus actual productive work was… something I’d never encountered in my previous 15 years of work.

Well compensated hoop jumping at least!

I think Godot is making good steady progress.

I also think it's a sign of where Godot is in development that the scripting and artist interfaces are mentioned at the tail end. There's a vast graveyard of unused "programmer-led" features on big game engines, ignored by the artists or designers who make up 90% of the production team because of a lack of editor polish or discoverability.

Between that and... no Perforce support (what... 95% of AA+ game studios use), I would bet that Godot's first usage for AA/AAA will come from a new team that grows an indie success and with a plucky engine team that can keep bolting on exactly what they need for their game to grow. I'll be interested to see what it is! :)

Unreal also has a GC to deal with. I've spent more time on AAA games than I'd like to admit trying to hide/mitigate/optimize the hitch.

Yeah, using the battery life test from Anandtech as a guide, an SE gets about 70% of the battery life of an XR: 12.97 hours vs. 9.27 hours.

So I would guess around 28% of its battery when an XR is at 40%.

From what I've seen, and as you guessed, each game handles it differently and no matter what conventions you have, someone will be grumpy. But if you're just looking for inspiration, I would look at the content for UE4/UnrealTournament which is about as good as it gets for 'industry standard'. It's free to get access to and you should be able to get some ideas by poking around.

That's too bad... I have the same SSD from last June and it's been running in my Windows machine without a problem. I don't think I'll be getting a computer without an SSD in the future.

I guess hardware roulette with storage still has the worst odds...

Hmm, that seems a bit misleading. The SSE implementation will of course be much faster than a non-vectorized implementation... it's working on 4 floats at a time.

A vectorized version of the marvelous method would be a fairer comparison. If your data is not very vectorizable and you don't need high precision, it's still fairly marvelous.

I think part of the reason Skype hasn't done Skype In for Canada is due to some of the requirements the CRTC puts on telecoms here (there's some rigmarole to do with 911 and municipal taxes). I'm guessing the regulatory hassles aren't quite worth it yet for them.

It is too bad they don't have it though. I would have preferred Skype In over Vonage when I was looking for a home phone a few years ago.

I've experienced the effects of trying to have the C++ "kernel" and a HLL for the "rest" on a project.

We allowed large parts AI/gameplay (not generally what I would think of as "kernel") to be pushed out of C++ into a HLL, and it was extremely painful bringing it back when the performance began to hurt us.