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There are plenty of examples of engine being bad, but gameplay being fun.

> like when they removed "clear context and execute plan" option after releasing 1M opus because "context window is not a problem anymore"

I then show me banner that I can clean up "xxx.x k" of context by typing clear right after it started on the plan.


Depends on what do you mean about by web apis. Fetch API for example is not part of asm.js subset of JavaScript. You going to need a javascript shim on both cases. However, like the siblings comment says: overhead comes from conversion between big structures.

What's so sad about it? It was just a compilation target that made sense at one point in time. Its like being sad about i386-unknown-freebsd1 being dropped.

Yes, I don't mean that it affects the present. Only sad in a nostalgia sense.

When I "lived" in Vietnam, they had more bars than coffeshop in the US, but they also had double amount of coffee shops. In Saigon I was never not in a short walking distance from a bar.

1) First generation made ESC button a touch button. Aside from ergonomics (or lack of them), at least for me, on a psychological level "abort" button needs to be something you can smash. Also, macOS already had the worst input handling under load, making it virtual button made it worse.

2) While "happy path" on macOS pretty much never requires you to use Fkeys, but my workflow does. Blindly using touch buttons is harder than real buttons.

3) I'm not huge media keys users, but I bet #2 applies here as well.

I liked the touchbar in every other sense. If it was just an addition to an existing keyboard, people wouldn't have hate it[];

[]: At that time it was hard to not be frustrated using mac (butterfly keyboard etc), so touchbar might have gotten more hate than it deserved because of overall frustration.


> Like for instance... Dwarf Fortress? Minecraft?

DF for some doesn't fit into this category for me. Minecraft feels dead to me, while many other games that utilize procedural generation are not.


There are better ways to measure how far underwater the car is: https://www.landrover.com/ownership/off-road/wading-depths.h..., this assumes you driving over something more or less flat underwater and that car is built for this.

Here the goal is avoiding driving into the water in the first place.


Step 1: Open LLC dedicated to this specific video game title.


First, why are you calling it "add-on". Second, it's done via the same C ABI.


Node's been calling native code distributed in a npm package "add-ons" for a decade and a half.

Fair call on the same C abi. Adapting to node 26.1.0's new FFI is happening in https://github.com/anomalyco/opentui/pull/104 . There's also some new FFI adapters opentui is adding there, and they're adding a worker.

So there is some adaption. That was sort of the interesting useful actual look I thought might be informative, where-as I feel like you were mostly just trying to be curt & maintain a status quo of keeping us all uninformed/unknowing. Let's try actually providing useful steps forwards when we post, ok?


Oh, first time heard of it being referred as add-on. My bad.


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