<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: Agentlien</title><link>https://news.ycombinator.com/user?id=Agentlien</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 26 Oct 2026 13:13:03 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=Agentlien" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by Agentlien in "Show HN: A Truly Modular Keyboard"]]></title><description><![CDATA[
<p>Looking forward to seeing it!<p>What's the production cost of this per key?</p>
]]></description><pubDate>Mon, 26 Oct 2026 06:50:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=50240010</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50240010</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50240010</guid></item><item><title><![CDATA[New comment by Agentlien in "Show HN: A Truly Modular Keyboard"]]></title><description><![CDATA[
<p>I like the idea but I could only find an image of two keys. It would be great to see a demo of a full layout. With only two keys it's a very early POC and hardly a keyboard.<p>Does communication work well and feel snappy with a full set of keys? How is the structural integrity of a full one? Can it be easily moved around? That type of questions could easily make this unusable at scale.</p>
]]></description><pubDate>Mon, 26 Oct 2026 05:36:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=50239539</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50239539</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50239539</guid></item><item><title><![CDATA[New comment by Agentlien in "EA is shutting down BioWare"]]></title><description><![CDATA[
<p>For a professional project with at least 30+ developers the complexity of using Unreal is necessary and on par with any competent engine. In fact, I feel it is often much easier to do things well in Unreal.<p>I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.<p>I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).<p>Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.<p>I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.</p>
]]></description><pubDate>Thu, 22 Oct 2026 10:08:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=50193391</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50193391</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50193391</guid></item><item><title><![CDATA[New comment by Agentlien in "EA is shutting down BioWare"]]></title><description><![CDATA[
<p>I worked on three of them! While there are some serious issues with Frostbite and everyone loves blaming it for everything, its role in sabotaging huge projects is definitely overblown.<p>There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.<p>That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.</p>
]]></description><pubDate>Thu, 22 Oct 2026 04:45:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=50191273</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50191273</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50191273</guid></item><item><title><![CDATA[New comment by Agentlien in "EA is shutting down BioWare"]]></title><description><![CDATA[
<p>I was at another EA studio when BioWare released Andromeda and Anthem. Got to play an early closed beta of Anthem, heard lots of details about Andromeda's development as it was happening. As a huge fan of their games it felt crazy and very sad.<p>However, The Veilguard to me was amazing. I loved that game and it's my favorite Dragon Age.</p>
]]></description><pubDate>Wed, 21 Oct 2026 18:48:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=50185679</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50185679</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50185679</guid></item><item><title><![CDATA[New comment by Agentlien in "Eight Bits of Trust: eMudhra's CA keys cracked in milliseconds"]]></title><description><![CDATA[
<p>As someone from Gothenburg, Sweden (often referred to as gbg) I shall answer:<p>A private key is a tiny number you don't need to share publicly because it is easy enough to guess.</p>
]]></description><pubDate>Wed, 21 Oct 2026 10:49:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=50178770</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50178770</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50178770</guid></item><item><title><![CDATA[New comment by Agentlien in "C++26: The New Debugging Header"]]></title><description><![CDATA[
<p>I've been working in C++ using VS for about 15 years and for as long as I've remembered my heuristic has been that if I get a breakpoint the offending instruction is on the line above what was reported.</p>
]]></description><pubDate>Sat, 17 Oct 2026 08:23:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=50129056</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50129056</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50129056</guid></item><item><title><![CDATA[New comment by Agentlien in "One in ten people are older than 65. Three in four live under a leader who is"]]></title><description><![CDATA[
<p>As a parent a large part of my responsibility is making decisions and regulation about how they are allowed to interact with trends and technology I barely understand.</p>
]]></description><pubDate>Thu, 15 Oct 2026 04:51:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=50099297</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50099297</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50099297</guid></item><item><title><![CDATA[New comment by Agentlien in "Recursive self-improvement through collective intelligence"]]></title><description><![CDATA[
<p>This sounds cool but a few issues make me suspicious.<p>The narrative makes it sound like boundless RSI but the actual content is only about training agents to collaborate efficiently by improving communication. That seems like a dimension and approach with limited potential for improvement. I also find it very suspicious that a paper on RSI would stop after just two rounds.</p>
]]></description><pubDate>Mon, 12 Oct 2026 05:36:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=50051771</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50051771</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50051771</guid></item><item><title><![CDATA[New comment by Agentlien in "Triple-A Minesweeper"]]></title><description><![CDATA[
<p>As someone who worked at a AAA studio which delivered a beloved and financially successful game and then was shut down I find this comment almost as cruel as it is funny.</p>
]]></description><pubDate>Sat, 10 Oct 2026 21:45:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=50037509</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=50037509</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50037509</guid></item><item><title><![CDATA[New comment by Agentlien in "When random is not actually random enough"]]></title><description><![CDATA[
<p>Of course, and even good randomness can be reverse engineered like this:<p><a href="https://gegell.github.io/posts/factorio-rng/" rel="nofollow">https://gegell.github.io/posts/factorio-rng/</a><p>My comment was mainly a joke. Since my work is primarily with performance and graphics, I rarely use any proper RNG and usually only need cheap things which look random enough at first glance.</p>
]]></description><pubDate>Wed, 07 Oct 2026 13:33:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=49992636</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49992636</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49992636</guid></item><item><title><![CDATA[New comment by Agentlien in "Sharing AI progress in mathematics"]]></title><description><![CDATA[
<p>My last name is Kvick - the Swedish word for quick. I live in Sweden. I get a lot of people thinking my name is spelled Kvik, Quick, Kwick, ... My father once got a mail addressed to Mr. Kvack (Swedish for quack, like a duck).</p>
]]></description><pubDate>Wed, 07 Oct 2026 07:57:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=49989664</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49989664</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49989664</guid></item><item><title><![CDATA[New comment by Agentlien in "When random is not actually random enough"]]></title><description><![CDATA[
<p>I think this is interesting theory and fun to read about. If I was actually working with cryptography this would seem immensely important. I would also be arguing vehemently online about the std implementation of Mersenne twister and worrying about people analyzing bulk traffic with advanced scripts scraping a hundredth of a bit per sample.<p>But, I make games.</p>
]]></description><pubDate>Wed, 07 Oct 2026 07:40:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=49989561</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49989561</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49989561</guid></item><item><title><![CDATA[New comment by Agentlien in "Infidel goes wild"]]></title><description><![CDATA[
<p>I looked up your blog and it is clear you have a deep interest for explaining ideas and programming techniques. That's great, there's passion! I even found that you've written about some things close to my own heart:<p><a href="https://www.makonea.com/en-US/blog/Pokemon-Red-and-the-Evolution-of-FSM" rel="nofollow">https://www.makonea.com/en-US/blog/Pokemon-Red-and-the-Evolu...</a><p>Looking through it I learned some cool stuff - I had no idea about this.<p>However, there's one piece of advice which seems applicable to most technical writing I saw on this blog, especially the Pokémon FSM one:<p>You need to work on pacing and length. The core issue is very broad scope. Think carefully about your target audience and the key insight you want to communicate. Then narrow your scope to communicating only what is necessary for that idea, skipping things your target audience can be assumed to already understand. The writing will automatically get snappier and more engaging.<p>If you want to explain the FSM script engine in Pokémon you have to assume the reader is somewhat familiar with programming and won't need a primer on registers. Otherwise you're writing a low-level programming primer, not an article about a clever technique in a video game.</p>
]]></description><pubDate>Mon, 05 Oct 2026 20:10:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=49969980</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49969980</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49969980</guid></item><item><title><![CDATA[New comment by Agentlien in "The Nintendo 64 Partner-N64 Development Kit"]]></title><description><![CDATA[
<p>It's fascinating to see how much tooling and reverse engineering fans have managed to create for various systems. This looks very good and tools like emulators and TAS systems are incredible.<p>It's also interesting to see how much of the developer only systems and documentation has been recreated via reverse engineering. For some consoles I've worked with professionally it's a lot more than I would have thought.</p>
]]></description><pubDate>Sat, 03 Oct 2026 11:21:15 +0000</pubDate><link>https://news.ycombinator.com/item?id=49943243</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49943243</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49943243</guid></item><item><title><![CDATA[New comment by Agentlien in "The Nintendo 64 Partner-N64 Development Kit"]]></title><description><![CDATA[
<p>This is really cool. The full tower of cartridges in each other with the last one sticking out horizontally looks so comical.<p>This whole system feels so quirky and fiddly to work with compared to modern dev kits.</p>
]]></description><pubDate>Sat, 03 Oct 2026 08:04:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=49942273</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49942273</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49942273</guid></item><item><title><![CDATA[New comment by Agentlien in "Ask HN: What are you reading?"]]></title><description><![CDATA[
<p>I've been reading the books by Hannu Rajaniemi. Finished The Quantum Thief a while ago and now reading The Fractal Prince.<p>It's some of the best sci-fi I've read. Very interesting depiction of technology and I love how the different types of tech and societal structures are not explained, just showcased and talked about like it's obvious until you get it. It reminds me of Philip K. Dick but with a lot more scientifically grounded yet far out technology.</p>
]]></description><pubDate>Wed, 30 Sep 2026 04:35:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=49904395</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49904395</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49904395</guid></item><item><title><![CDATA[New comment by Agentlien in "What reversing, modernising old games tells us about the economic impact of AI"]]></title><description><![CDATA[
<p>That demo is cute and has a lot of cool stuff in it but I cannot even find a catalogue. Assuming it's what it sounds like this seems like more of the same: porting old games to another emulator - this time via ROMs.<p>The real challenge with porting is, as I mentioned, porting modern games to constrained hardware. Specifically, porting demanding new PC games to current-gen consoles.</p>
]]></description><pubDate>Tue, 29 Sep 2026 07:12:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=49889341</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49889341</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49889341</guid></item><item><title><![CDATA[New comment by Agentlien in "What reversing, modernising old games tells us about the economic impact of AI"]]></title><description><![CDATA[
<p>I'm a programmer working with porting of video games.<p>This is absolutely mind-blowing. And at the same time definitely overblown.<p>This stuff is impressive, but reversing is specifically what these models seems best at and porting new games to weaker hardware is way tougher than this. Not to mention making new games.</p>
]]></description><pubDate>Tue, 29 Sep 2026 04:58:15 +0000</pubDate><link>https://news.ycombinator.com/item?id=49888445</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49888445</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49888445</guid></item><item><title><![CDATA[New comment by Agentlien in "Writing Efficient C++ Code (2013)"]]></title><description><![CDATA[
<p>Your mention of eastl gave me flashbacks to my time at EA (2015-2019). While the library was great overall, there were some very weird bugs. In particular an implicit copy constructor for eastl::optional which caused crashes due to it <i>not considering whether it was holding a value or not</i>. Which always struck my as such a bizarre bug for that particular type. Looks like that was patched in later versions.</p>
]]></description><pubDate>Mon, 28 Sep 2026 10:44:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=49876006</link><dc:creator>Agentlien</dc:creator><comments>https://news.ycombinator.com/item?id=49876006</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49876006</guid></item></channel></rss>