<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: DannyWebbie</title><link>https://news.ycombinator.com/user?id=DannyWebbie</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sun, 12 Apr 2026 16:11:01 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=DannyWebbie" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by DannyWebbie in "How kernel anti-cheats work"]]></title><description><![CDATA[
<p>Afaik Vanguard (Anticheat of League of Legends, Valorant, other Riot Games titles) requires secure boot. This is pretty quickly getting to where mobile phones are today when it comes to disadvantages of opting out of trusted computing.</p>
]]></description><pubDate>Mon, 16 Mar 2026 12:27:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=47398044</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=47398044</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47398044</guid></item><item><title><![CDATA[New comment by DannyWebbie in "VMware Fusion Pro: Now available free for personal use"]]></title><description><![CDATA[
<p>Primary IDE for Unity and Unreal. Microsoft has been extending beyond Microsoft platforms, so I imagine a decent chunk of Visual Studio use is for cross-platform development.</p>
]]></description><pubDate>Tue, 14 May 2024 19:15:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=40358986</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=40358986</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40358986</guid></item><item><title><![CDATA[New comment by DannyWebbie in "Leaving Rust gamedev after 3 years"]]></title><description><![CDATA[
<p>It was changed to being able to keep the old license if you don't upgrade to Unity 6 or beyond. They added 2.5% revenue share as an option to the flat runtime fee to make sure you can't end up in a situation where you are losing money per user just from the runtime fee alone. Unity by default charges for whichever ends up cheaper.<p><a href="https://unity.com/pricing-updates" rel="nofollow">https://unity.com/pricing-updates</a></p>
]]></description><pubDate>Fri, 26 Apr 2024 23:46:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=40175574</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=40175574</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40175574</guid></item><item><title><![CDATA[New comment by DannyWebbie in "Paying for Cloud Storage is Stupid [video]"]]></title><description><![CDATA[
<p>ZFS misconfiguration IIRC. My understanding is that they are knowingly keeping the raw project files of finished projects on a relatively weak setup because they don't believe the data to be important and don't want to pay a lot to keep it. Actually important data is likely handled with a bit more care.</p>
]]></description><pubDate>Sun, 31 Mar 2024 15:06:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=39884923</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=39884923</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39884923</guid></item><item><title><![CDATA[New comment by DannyWebbie in "Murder is a pixel art ECS game engine in C#"]]></title><description><![CDATA[
<p>Unity is leaving quite a bit on the table by not being on a modern version of .NET. Unity's C++ side seems to have (or had) assumptions about the garbage collection. Progress and challenges on .NET in Unity can be seen in this frequently updated forum thread <a href="https://forum.unity.com/threads/unity-future-net-development-status.1092205/" rel="nofollow noreferrer">https://forum.unity.com/threads/unity-future-net-development...</a><p>Unity's long term plan appears to become more tightly integrated with .NET and to avoid maintaining their own .NET stuff.</p>
]]></description><pubDate>Sun, 10 Dec 2023 08:43:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=38590143</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=38590143</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38590143</guid></item><item><title><![CDATA[New comment by DannyWebbie in "Simulation Islands"]]></title><description><![CDATA[
<p>Curious looking new setting in Unity alpha seems to suggest that swappable physics engines for GameObjects might be coming.[0]<p>Swapping physics engines for Unity's ECS world should already be very doable, but people understandably aren't leaping to it.<p>[0] <a href="https://forum.unity.com/threads/multiple-physics-options-for-gameobjects.1490821/" rel="nofollow noreferrer">https://forum.unity.com/threads/multiple-physics-options-for...</a></p>
]]></description><pubDate>Tue, 10 Oct 2023 23:16:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=37838995</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=37838995</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=37838995</guid></item><item><title><![CDATA[New comment by DannyWebbie in "Show HN: Classic Video Poker"]]></title><description><![CDATA[
<p>Maybe, but Godot does particularly poorly in this area. Unity can go below 3MB out of the box and that is with bunch of engine systems in use.<p><a href="https://github.com/JohannesDeml/UnityWebGL-LoadingTest">https://github.com/JohannesDeml/UnityWebGL-LoadingTest</a></p>
]]></description><pubDate>Thu, 05 Oct 2023 09:12:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=37776429</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=37776429</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=37776429</guid></item><item><title><![CDATA[New comment by DannyWebbie in "How small is the smallest .NET Hello World binary?"]]></title><description><![CDATA[
<p>Unity can hit below 3MB[0]. Afaik Godot builds are a bit larger due to limited code stripping and builds not being compressed out of the box.<p>[0] <a href="https://github.com/JohannesDeml/UnityWebGL-LoadingTest">https://github.com/JohannesDeml/UnityWebGL-LoadingTest</a></p>
]]></description><pubDate>Mon, 10 Jul 2023 09:16:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=36663855</link><dc:creator>DannyWebbie</dc:creator><comments>https://news.ycombinator.com/item?id=36663855</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=36663855</guid></item></channel></rss>