<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: LugosFergus</title><link>https://news.ycombinator.com/user?id=LugosFergus</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sat, 20 Jun 2026 09:39:20 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=LugosFergus" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by LugosFergus in "Lore – Open source version control system designed for scalability"]]></title><description><![CDATA[
<p>I said read access. The point is that there’s restricted information that only some can access.</p>
]]></description><pubDate>Wed, 17 Jun 2026 22:56:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=48578164</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48578164</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48578164</guid></item><item><title><![CDATA[New comment by LugosFergus in "Lore – Open source version control system designed for scalability"]]></title><description><![CDATA[
<p>Does it actually restrict read access to specific directories? Unless I missed it, I didn't see anything in the docs about that.</p>
]]></description><pubDate>Wed, 17 Jun 2026 20:58:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=48576799</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48576799</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48576799</guid></item><item><title><![CDATA[New comment by LugosFergus in "Lore – Open source version control system designed for scalability"]]></title><description><![CDATA[
<p>It's a separate tool from Unreal Engine, so you don't need to constrain yourself to its conventions. You're also not going to use UObjects, its reflection layer, serialization, and all that other stuff for a tool that's strictly for version control. Plus you're going to tie yourself to all the issues and slowness of the engine. Epic made this mistake with the Epic Games Launcher, which is essentially an instance of the engine running, and a huge source of various issues.<p>As for Verse vs Rust, Verse is used in UEFN experiences, but it is _far_ from any kind of production state. It's also intrinsically tied to UEFN. It's not like you can download a standalone compiler or REPL for Verse.</p>
]]></description><pubDate>Wed, 17 Jun 2026 18:46:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=48574866</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48574866</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48574866</guid></item><item><title><![CDATA[New comment by LugosFergus in "Lore – Open source version control system designed for scalability"]]></title><description><![CDATA[
<p>Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can set something up with submodules, but that's going to upend your repository if you hadn't planned for it.</p>
]]></description><pubDate>Wed, 17 Jun 2026 15:12:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=48571625</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48571625</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48571625</guid></item><item><title><![CDATA[New comment by LugosFergus in "Lore – Open source version control system designed for scalability"]]></title><description><![CDATA[
<p>You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).</p>
]]></description><pubDate>Wed, 17 Jun 2026 15:04:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=48571525</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48571525</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48571525</guid></item><item><title><![CDATA[New comment by LugosFergus in "GTA 6 Developers Unionize"]]></title><description><![CDATA[
<p>A couple of holdouts? Hardly. Capcom uses the RE Engine. Released ~4 games with it in the past three years. In fact, SF6 went from UE to RE Engine. Death Stranding 2 is Decima. Id still uses IdTech, and that's never changing. Ubisoft still uses Anvil, and Outlaws was Snowdrop. EA still uses Frostbite. Bethesda continues to use their crappy engine, which I forget the name of. FromSoftware will likely never give up their engine, which has been used for Elden Ring and its successors. There's more that I can't be bothered to look up.</p>
]]></description><pubDate>Fri, 29 May 2026 21:04:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=48329247</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48329247</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48329247</guid></item><item><title><![CDATA[New comment by LugosFergus in "Cost of enum-to-string: C++26 reflection vs. the old ways"]]></title><description><![CDATA[
<p>That'll never happen. The engine's entire serialization system is built around their custom reflection layer and UHT. Not to mention how this would affect licensees. PLUS, they just laid off a bunch of people, and the leftovers are focused on Tim's Verse fiasco. I hate to use jargon here, but there's no "business value" to switching.<p>EDIT: and based on these compilation time results, this would be a major setback for building the engine, which already takes an eternity.</p>
]]></description><pubDate>Thu, 14 May 2026 00:58:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=48129828</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=48129828</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48129828</guid></item><item><title><![CDATA[New comment by LugosFergus in "Features of D That I Love"]]></title><description><![CDATA[
<p>Lack of sufficient tooling support was my issue. Debugging and autocomplete was a flaky mess in VSC. The plugin for VS pro wasn’t much better.<p>I did not like DUB at all. Its default behavior was to <i>not</i> segregate artifacts by configuration, and trying to change that was a headache.<p>It’s too bad, though. It’s a nice language, but I can’t see it making any inroads at this point.</p>
]]></description><pubDate>Thu, 03 Jul 2025 18:33:53 +0000</pubDate><link>https://news.ycombinator.com/item?id=44457941</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=44457941</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44457941</guid></item><item><title><![CDATA[New comment by LugosFergus in "Programming in D: Tutorial and Reference"]]></title><description><![CDATA[
<p>I found the lack of mature tooling to be hugely problematic. The Visual D extension always felt flimsy and unreliable when debugging D.<p>DUB also exhibits weird behavior. For example, I wanted it to produce separate debug and release binaries, which it won't do out of the box. Instead, it'll create the same binary for both configurations. Changing that behavior was more difficult than it needed to be. Maybe it's changed since then, but I didn't have a pleasurable experience.</p>
]]></description><pubDate>Sat, 26 Apr 2025 16:46:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=43805149</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=43805149</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43805149</guid></item><item><title><![CDATA[New comment by LugosFergus in "Awesome Engineering Games"]]></title><description><![CDATA[
<p>They are there.</p>
]]></description><pubDate>Sun, 19 Nov 2023 23:06:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=38339528</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=38339528</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38339528</guid></item><item><title><![CDATA[New comment by LugosFergus in "Why All of Our Games Look Like Crap"]]></title><description><![CDATA[
<p>You and me both! I thought this thread would have a bit more praise for Jeff's work after all of these years, but it's just a bunch of Debbie Downers taking a collective dump on it just because they don't like the look.<p>While the style may not be modern, the gameplay and stories tend to be <i>quite</i> good. I would also argue that a game that looks great doesn't necessarily imply that the game is any good. Battlefront 2 is a great looking game that is ultimately a soulless, lootbox filled shitshow with painfully bland gameplay.<p>Anyone saying that he needs to hire an art director have completely missed the point of his article: his business can only support his family. He has also been able to maintain this business for 20 years, which is a lot more than can be said about any other indies.<p>Ultimately, this is a style that <i>Jeff</i> likes, and it makes him money. If people don't like it, then they can go play something else. He still has his fan base that keeps him afloat.<p>EDIT: grammar</p>
]]></description><pubDate>Thu, 22 Aug 2019 13:18:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=20767697</link><dc:creator>LugosFergus</dc:creator><comments>https://news.ycombinator.com/item?id=20767697</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=20767697</guid></item></channel></rss>